Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: Zacam on December 09, 2008, 01:39:12 am

Title: 3.6.10 Media VPs Discussion Thread
Post by: Zacam on December 09, 2008, 01:39:12 am
Welcome to the 3.6.10 MediaVP Discussion Thread.

3.6.10 Release thread! (http://www.hard-light.net/forums/index.php/topic,65038.0.html)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Black Wolf on December 09, 2008, 01:44:16 am
Congrats guys, it all looks top notch so far :D
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 09, 2008, 01:47:22 am
Woooo! ;7


First "error" to point at: The readme has a small mistake on crediting planets to me. They are still all Lightspeed's, but at this point there's no sense in changing the readme file since it would need re-making the torrents and everyone probably just wants to get their grubby paws on these VP's...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mura on December 09, 2008, 02:02:09 am
Well, thank you all very much for this, it came out before I could even realize!!!! :nod: :nod:

I shall start using this ASAP, never a better moment to re-start FS2 campaign than when new vp's come out, looking forward to see the quality in this (and hopefully my computer wont implode from it  :lol:)

Thanks again to all of you for your hard and dedicated work (:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 09, 2008, 02:23:16 am
And with a big pile'o instructions. Great, that will cut down the amount of tech support threads. Can't wait to try these, but gotta scoot to the Uni soon. Hopefully after that.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Waistless on December 09, 2008, 02:31:28 am
Well done FSU team!!!  ;)

Just to confirm, mv_complete includes mv_advanced?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on December 09, 2008, 02:34:52 am
Yes. :)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mongoose on December 09, 2008, 02:37:17 am
Awesome! :D It's waaaay too late for me to get started with these things now, but I'm getting these torrents running the moment I wake up.  I can't wait to see the whole package in action.  This is totally going to spur me towards finally getting a new video card; I need to be able to drool over those normal maps. :p

(Oh, and newsified. :))
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on December 09, 2008, 03:27:25 am
Since they never really got full release threads, here are some (there are others) HTL ships that are new or newish to the FS scene. :D

The new Aten:
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/FSU%20Screenshots/screen0152.jpg)
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/FSU%20Screenshots/screen0153.jpg)

(Wooo! Total secret eh? :p )
I finished it about March, and was thinking the release was around the corner for most of the year. :\

New Amazon:
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/FSU%20Screenshots/screen0147.jpg)

New Amazon Adv:
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/FSU%20Screenshots/screen0148.jpg)

New Uly:
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/FSU%20Screenshots/screen0146.jpg)

New Pharos:
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/FSU%20Screenshots/screen0149.jpg)

New Iceni:
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/FSU%20Screenshots/screen0150.jpg)

New Horus:
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/FSU%20Screenshots/screen0151.jpg)


And something that took me AAAAGES to get to the stage its in now, the new warp:
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/FSU%20Screenshots/screen0164.jpg)

There's a different effect for the knossos warp that is no longer just a teal version of the standard one too.

Anyway - those are some of the things to look out for, but my no means all of it! Check out the new beams, the new maxim, the new asteroids, the new thruster flames, new starfield skybox and more. :)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Rodo on December 09, 2008, 03:57:00 am
07.45 am In the morning... I'm walking inside my office, starting my pc and then I get to Hard-Light to see that shinny new highlight over there.

Most expected release indeed, I'll start downloading right when I get home :D
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: pecenipicek on December 09, 2008, 03:58:31 am
One thing. NEVER EVER POST TORRENTS FROM REGISTRATION ONLY TORRENT SITES WITHOUT HANDING OUT INVITES. PB or MN or IH would be better than demonoid.

[edit] downloading now and will seed once we actually get a non-closed torrent.

[edit#2]seeding via demonoid torrent even tho i am extremely against demonoid. to whoever is getting my 28KBps upload, have fun :p
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 09, 2008, 04:30:16 am
One thing. NEVER EVER POST TORRENTS FROM REGISTRATION ONLY TORRENT SITES WITHOUT HANDING OUT INVITES. PB or MN or IH would be better than demonoid.
[edit#2]seeding via demonoid torrent even tho i am extremely against demonoid.

You mean the direct links to torrent files (single VP (http://www.demonoid.com/files/download/HTTP/1717551/1727794) and multiple VP (http://www.demonoid.com/files/download/HTTP/1717549/15550146)) don't work? :nervous:

Because they sure do work for me...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vertigo 7 on December 09, 2008, 04:46:47 am
fantastic work guys! good job!!!!
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Spicious on December 09, 2008, 04:53:03 am
What's wrong with demonoid?

I think starting the download would work better earlier on, given that it's somewhat large, rather than setting everything up first. Computers (with a sufficiently modern operating system) can multitask.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: achtung on December 09, 2008, 04:54:53 am
I will be seeding very soon.  :)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: pecenipicek on December 09, 2008, 05:05:48 am
why is demonoid bad? after two weeks of the torrent being availible, noone apart from users already registered on demonoid can dl it.

its a closed tracker.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vertigo 7 on December 09, 2008, 05:09:40 am
i hadda stop using torrents all together. Every time I use one My DSL ends up being flooded with comm requests. My firewall blocks em all but they're so frequent and so many my dsl connection grinds to a halt. It's almost like a denial of service attack in some respects
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Stormkeeper on December 09, 2008, 05:13:04 am
Damnit. I need to get a towel to wipe off all my drool.

Methinks I shall go replay the entire FS2 campaign with these new shinies.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vertigo 7 on December 09, 2008, 05:54:14 am
(http://i421.photobucket.com/albums/pp294/dkinnane/screen0008.jpg)
 :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Stormkeeper on December 09, 2008, 06:04:28 am
*snip*
:wakka:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: -Joshua- on December 09, 2008, 06:13:57 am
The Shoot me bits where there in Retail... I think...

Well, some suprises you gave me there. I never knew that the Iceni was nearing completion.

Oh well. Going to download this as soon as I get home. And get severe injuries because my mother will have to use force in order to let me eat :P.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Ransom on December 09, 2008, 06:17:33 am
*new stuff*
Wow.

...Wow.

Still downloading, but this has already blown away my expectations. You guys are awesome.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: TacOne on December 09, 2008, 06:19:37 am
Okay, I've tested these new ones for a few missions of the default campaign, so I thought I should post (for the first time, I think  :p ) some observations.

First things first, the new HTL models are amazing, as usual  ;) , and the normal mapping adds even more layers of greatness to the models. Heck, it even makes some of the old models look decent  :yes: .

I was a bit unsure about the new warp effect at first. I thought it looked like the texture was missing and the default one was used instead. But when I really looked at the texture it blew my mind.

Some things that I noticed, in no particular order: (This was the MV_Complete package)


And I don't know if it's a MediaVP problem or a build problem, but I can't seem to get 2D shockwaves (I'm using the nightly r4983 build right now)

[attachment stolen by Slimey Goober]
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: -Joshua- on December 09, 2008, 06:20:36 am
Quote
==> In the "Custom Flags field" copy & paste (Without the quotes): "-ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5"

What happened to -height? Shouldn't it be included for Normal Mapping?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Stormkeeper on December 09, 2008, 06:21:53 am
I thought you're supposed to use a 4895 build and above.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: TacOne on December 09, 2008, 06:22:35 am
In that case, I shall try that right away
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: -Joshua- on December 09, 2008, 06:26:44 am
I thought you're supposed to use a 4895 build and above.

Yes, but that one still uses the Height flag, doesn't it?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: TacOne on December 09, 2008, 06:29:24 am
Nop, still no 2D shockwaves...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Hellstryker on December 09, 2008, 06:53:35 am
Oh. My. God. It's... it's the Horus :jaw: My favorite fighter finally HTLed. Now, when are the FSP MVPs coming out?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Stormkeeper on December 09, 2008, 06:54:18 am
I thought you're supposed to use a 4895 build and above.

Yes, but that one still uses the Height flag, doesn't it?
Actually that comment was for TacOne.

Nop, still no 2D shockwaves...
5.5d Launcher?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: pecenipicek on December 09, 2008, 07:07:41 am
i'm using 5.5d. NO 2D SHOCKWAVE with the enable 3D shockwave flag unchecked
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: TacOne on December 09, 2008, 07:27:30 am
Yea, what he said.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Galemp on December 09, 2008, 08:00:24 am
Now, when are the FSP MVPs coming out?

Next week, after finals. :blah:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 09, 2008, 08:10:13 am
2D shockwaves missing is a code issue. I did a little test with older build (in fact, the one which introduced "Enable 3D shockwaves" -option) and it worked correctly - not selecting the option showed the 2D shockwaves. Conclusively, the MediaVP's doesn't have anything to do with this particular problem. Obviously something has changed in the code since the introduction of this cmdline flag that makes the option unworking.

Although FSUpgrade has no control over this kind of issues, it obviously makes it clear that r4985 nightly build is, after all, not as recommendable as it should have been, but it's basically an SCP issue, not a problem with the VP's. The best solution is probably to wait for a nightly build where the issue is fixed.


The issue with nameplates blacking out is related to shaders, which - although a set of them is distributed within the MediaVP's - aren't exactly something that belongs on FSUpgrade turf either. They are basically snippets of code that the engine uses to modify lighting based on the actual game media. It's possible that if a good solution is achieved, there'll be a set of shaders that can simply be used to override the ones inside the MediaVP's, but that solution needs to be found first. Apparently there might also be some differences in how different drivers and hardware work together with the shaders and the FS2_Open code, as for example Zacam apparently hasn't encountered this problem with these shaders... and there's been some other graphical issues that appear on some systems and are absent on others, depending on different settings - which makes troubleshooting a tad bit difficult, understandably.


Talking of strange elusive bugs - if and when you see flickery flecks hanging in space after thrusters, they are not FSUpgrade issue either. We don't actually know for sure what causes them to appear; on my PC they appear if I enable full screen anti-aliasing on NVidia control panel, while on Zacam's PC they appear when he enables anisothropic mip filter optimization, so it's a bit inconclusive what exactly makes them appear but it would appear that it's not a media issue but instead something related to graphics drivers, the FS2_Open code, or both. I believe I speak for the whole FSU team when I say that it is one of the more frustrating glitches we've encountered when ironing this stuff out... :ick:


Anyway, it's a good sign that there has apparently not been anything gamestoppingly horridly wrong in the VP's... yet. :nervous:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: MC_Kejml on December 09, 2008, 08:15:58 am
Thank you guys, for your great contributions to the community :) Not only it shows FS2 community is not dwindling, it, of course, improves the gameplay for us a lot!

Keep it up and once more, thanks.  :nod:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: TacOne on December 09, 2008, 08:23:19 am
Snip

Yea, that's what I thought about the shockwave and nametag issues.
It's not like it's a really big deal anyway, IMHO.

BTW, which build did you test with?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 09, 2008, 08:25:34 am
BTW, which build did you test with?

r4936 - which was the one that introduced the feature. Didn't bother to find out yet which revision screwed things up though.

EDIT: It appears as though r4981 screws it up by adding a fallback to 3D when 2D effect is not present. Obviously it doesn't do that right, since thre is a 2D effect present but it fallbacks to 3D regardless of that...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: TacOne on December 09, 2008, 08:40:27 am
Edit: Nevermind, Herra is faster than me

Edit2: 4973 works fine http://www.hard-light.net/forums/index.php/topic,58117.0.html (http://www.hard-light.net/forums/index.php/topic,58117.0.html)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Col. Fishguts on December 09, 2008, 08:49:17 am
Talking of strange elusive bugs - if and when you see flickery flecks hanging in space after thrusters, they are not FSUpgrade issue either. We don't actually know for sure what causes them to appear; on my PC they appear if I enable full screen anti-aliasing on NVidia control panel, while on Zacam's PC they appear when he enables anisothropic mip filter optimization, so it's a bit inconclusive what exactly makes them appear but it would appear that it's not a media issue but instead something related to graphics drivers, the FS2_Open code, or both. I believe I speak for the whole FSU team when I say that it is one of the more frustrating glitches we've encountered when ironing this stuff out... :ick:

You mean the flickering things behind secondary thruster glows, right? I was also encountering them while working on TBP thrusters glows. I think it has something to with the way the engine handles UV transformation on the secondary glows, because the flickering things seem to be remnants of the glow image wrapped around (in UV space) to the other end of the glow. I know this sounds confusing, but what I mean is that if you make the left-most row of pixels in the glow image (the left side is the one near the thruster) completely black, the flickering disappears.
So I think that left-most row of pixels somehow ends up partially on the other end of the effect ingame, maybe due to some rounding error in the UV transformation process ?!?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vidmaster on December 09, 2008, 08:50:17 am
 :yes: :yes: :yes:  guys  :nod:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: shiv on December 09, 2008, 09:15:35 am
Awesomness! Downloading now! :D ;7
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 09, 2008, 09:20:33 am
You mean the flickering things behind secondary thruster glows, right? I was also encountering them while working on TBP thrusters glows. I think it has something to with the way the engine handles UV transformation on the secondary glows, because the flickering things seem to be remnants of the glow image wrapped around (in UV space) to the other end of the glow. I know this sounds confusing, but what I mean is that if you make the left-most row of pixels in the glow image (the left side is the one near the thruster) completely black, the flickering disappears.
So I think that left-most row of pixels somehow ends up partially on the other end of the effect ingame, maybe due to some rounding error in the UV transformation process ?!?


Oh we've tried that. In fact the thrusters in these VP's do have that one pixel buffer zone on their left edge but while it seems to reduce the flickering, the bloody thing still appears in certain conditions which seem to largely depend on the positions of moon and the planets as far as we can tell. It's a very inconsistent persistent bug, the worst kind of bug possible.

And regardless, fixing code/driver bugs by editing content is pretty much analog to breaking web pages to make Internet Explorer show them correctly - not a good idea in general... :nervous:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Col. Fishguts on December 09, 2008, 09:23:36 am
Ah ok, then we're all equally stumped ;) And I agree that it should be solved code-wise, because it shouldn't happen in the first place, even when the left edge pixels are not black.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ShadowGorrath on December 09, 2008, 09:52:02 am
Hey, I got some awesome screenshots from these new mediavps.

For these 2 you gotta take a good look:
(http://img523.imageshack.us/img523/4899/mvperror1oq2.jpg)
(http://img264.imageshack.us/img264/9705/mvperror2yk9.jpg)

This one's the best:
(http://img264.imageshack.us/img264/576/mvperror3yb0.jpg)

Hashes are correct, and they match the ones posted on the first page. It's only the Shivan beams that are freaking out.

On the other hand, terran and vasudan beam effect edges appear too big for the beamglows, as I can see those edges. But the Shivan ones are more serious than that...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: TacOne on December 09, 2008, 09:53:56 am
What's the first two supposed to be?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ShadowGorrath on December 09, 2008, 09:55:03 am
Dark cubes around the bitmaps.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Stormkeeper on December 09, 2008, 09:56:19 am
Morning Star is the first, Lamprey the second. It's written in the screenshot, lower right corner.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: TacOne on December 09, 2008, 10:00:53 am
Right, more proof that I can't read. This case is really starting to be stacked against me :p
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 09, 2008, 10:06:02 am
Yeah, looking through the MV_Effects.vp reveals some irrelevant files that have slipped through the net (unused shivan beamglow [S_BeamGlow.dds] and terran beam textures beam-green*) as well as a bunch of ani files that still aren't converted to EFF/DDS format... Oh well, work to do for the future MediaVP's. :rolleyes:

What comes to those strange faint boxes, I'm not sure what's up with them. Certainly they aren't ideally made effects, but I can't help but wonder if they are still intentionally as they are, even despite the, eh, strange design. In-game they are only visible if you stop the game and look real close at the weapon effects; otherwise they create a faint glow.

I'm leaving this for someone who has done something with the weapon effects before and perhaps even knows what's going on with them.

The Shivan beam looks like some texture gets consistently corrupted during caching for some reason I can't really fathom. The files are intact on the VP, since hashes match, but something goes wrong during the process from HD to display, but what exactly causes it is a difficult question...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: StrayFender on December 09, 2008, 10:51:49 am
Excelent. Trying to download now.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: azile0 on December 09, 2008, 11:12:30 am
WOW! Too bad my current computer can't even run FS2. Gotta wait for Christmas..!!
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: FUBAR-BDHR on December 09, 2008, 11:34:00 am
For anyone that's interested my MediaVP standalone is now running these.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: dANGER boy on December 09, 2008, 12:17:44 pm
Oh my god!  :eek: I didn't think Christmas was for another 3 weeks....

This is the best Christmas present anybody could give me!!!

Thanks to everybody that contributed!!
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Shade on December 09, 2008, 12:21:35 pm
Looks very nice indeed from what I've seen so far on a quick test run :yes:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: castor on December 09, 2008, 12:31:01 pm
This is wooonderful!! Thanks to the whole FSU team :yes:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: captain-custard on December 09, 2008, 12:40:44 pm
kneels at the alter of light and smiles as i repeat :

i love you all

yes i am a graphics whore


i love you all.........

 
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Rick James on December 09, 2008, 12:42:33 pm
Me love you long time.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mobius on December 09, 2008, 12:54:28 pm
Sadly, the downloads don't support the resume option. This is bad because I'll never be able to DL big files without experiencing any connection problems that force me to restart the DL. :(
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: SF-Junky on December 09, 2008, 12:56:18 pm
FAN-TAS-TIC!! :jaw: That was about time. :D

I've got the same problem as ShadowGorrath with the shivan beams and all my missiles have the same, grey trail. But besides those small bugs it's just... whoa! Especially the HTL Iceni... (http://www.smileyhome.de/smilies/diverse/sabber.gif)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: -Joshua- on December 09, 2008, 12:59:12 pm
Oh, by the way, something makes me think the Music in this MediaVP package has somehow downgraded from the one in the Beta package.

(It has.)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: StrayFender on December 09, 2008, 01:11:52 pm
SHIVAN MISSILES!!! OMFG!!!!  :jaw: :jaw: :jaw: i love the shivan megabomb  :D
everything is Outstanding!!!
except for the shivan beams....damn it!
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Rick James on December 09, 2008, 01:47:28 pm
The mediavps always seem to manage to **** with the Shivan beams in some way. Strange.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: pecenipicek on December 09, 2008, 02:00:24 pm
Sadly, the downloads don't support the resume option. This is bad because I'll never be able to DL big files without experiencing any connection problems that force me to restart the DL. :(
ever heard of torrents or download managers?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 09, 2008, 02:13:17 pm
Man, these are so cool. The awesomeness of the Terran beams ≥ ∞.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Wanderer on December 09, 2008, 02:15:34 pm
People (Rick James, SF-Junky, ...) having issues with shivan beams... Post your graphics card info as well as graphics driver version (if possible) here.

If you do not know it then use the launcher to select a debug build, run it once (up to main hall should be enough). Quit the game. Search for a file named 'fs2_open.log' and attach it to your post or post it within 'code' tags.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 09, 2008, 02:16:01 pm
The mediavps always seem to manage to **** with the Shivan beams in some way. Strange.

 :lol:


Well... none of us testers have had anything like what ShadowGorrath's screenie demonstrates. It's pretty bizarre to have one single effect (group, probably just a single texture used by many beams) getting consistently corrupted when the file itself is perfectly intact on the VP.

You're right, the mediaVP's have probably evolved to have some sort of sapience and sense of tradition... :shaking:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 09, 2008, 02:16:48 pm
Mobius, what are you smoking?  Are you saying you can't resume download with Free Download Manager on freespacemods.net?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mobius on December 09, 2008, 02:20:58 pm
I tried with Star Downloader with the mirror links. I don't think I can use FSMods and Star Downloader at the same time(it'll surely end up DLing the link pic and not the file itself).
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 09, 2008, 02:25:15 pm
I tried with Star Downloader with the mirror links. I don't think I can use FSMods and Star Downloader at the same time(it'll surely end up DLing the link pic and not the file itself).

(http://theducks.org/pictures/cosmic-rex-excuse-me-wtf-r-u-doin.jpg) (http://www.freespacemods.net/files/MVP3610/)

Go to the page where the downloads are linked (press the image).

Copy the download link(s).

Paste into your DL manager. Commence downloading.


Or, just copy the FSMods download links from the opening message of this thread... They are direct links to the files.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mobius on December 09, 2008, 02:35:11 pm
Looks like I shouldn't have excluded FSMods links. Thanks. :)

And by the way, that pic(phrase excluded) combines two things I love. Nice... :yes:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on December 09, 2008, 02:37:35 pm
The shivan beam issue looks like it could be corruption of the animation in the beam itself - the shivan beams are the only ones that use an EFF in their firing. I would suggest trying it again without MV_Advanced and see if the same thing happens.

If multiple people are experiencing this, then my guess is that it's a corrupted file in the upload of MV_Advanced. Those of you experiencing issues, which method did you use to download? MV_Complete through FSMods or torrent, or the individual files through FSMods or torrent?

I downloaded the FS mod individual files, and I can confirm there's no such beam issue with that ones MV_Advanced. :)

Anyway, I'll be away for the next 4 days, so I'll have to let the others sort it out.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Fenrir on December 09, 2008, 02:40:22 pm
I just downloaded and tested the mv_complete pack and all the beams seem to be working fine. Also, the new builds are getting really efficient. Last time I tried playing with adveffects I was lagging all over the place and now it's going very smooth. I <3 the SCP and FSU people.

PS: The new warp effect is made of pure win.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 09, 2008, 02:55:44 pm
If multiple people are experiencing this, then my guess is that it's a corrupted file in the upload of MV_Advanced. Those of you experiencing issues, which method did you use to download? MV_Complete through FSMods or torrent, or the individual files through FSMods or torrent?

I believe the problem occurs when Advanced is not in use, based on what ShadowGorrath told in #hard-light.

Quote
I downloaded the FS mod individual files, and I can confirm there's no such beam issue with that ones MV_Advanced. :)


Yeah, and I can vouch that no such issue happens without the Advanced either, but there it is on some people's systems...


Mysteriously, the files in question seem to be perfectly all right on the MV_Effects.vp, but something happens that corrupts the Shivan beam effects after or perhaps while they are cached to system ram and/or video ram. I have no idea what could cause such a specific corruption. :confused:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: TacOne on December 09, 2008, 02:56:11 pm
Any more feedback on wether the missiletrail thing and ship names in the campaign were intended or if it's an oversight?

Edit: Also: Cain/Lilith model mixup?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 09, 2008, 02:59:56 pm
I've been using the SVN checkout and not the VPs, so I'm guessing I have advanced in use myself, and have yet to see it, so I can't rule out that it doesn't exist for me at all.  I'll try it without advanced later.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on December 09, 2008, 03:10:26 pm
Can't say for the missile trails as I didn't work on those, but the nameplate issues are a problem with the shaders that we couldn't fix. :(

The Non-Advanced beams work just fine for me as well - so if it is a corrupt upload, it's not in the FSMods individual files.

The cain/lilith are as Lightspeed released them AFAIK.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Galemp on December 09, 2008, 03:22:01 pm
I can confirm that all missiles are using the same gray trail--even the Stiletto, which shouldn't have a trail at all!

In mv_effects-wep.tbm in MV_Effects every single missile has their trail set to MissileTrail01. Who did this and why? :mad:

On the bright side, the wibbly wobbly Knossos warp is wonderful.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: TacOne on December 09, 2008, 03:36:33 pm
nameplate issues

Not talking about the nameplates, I'm talking about the names of the ships in the missions. In the previous versions of the MVPs, at least the betas and 3.6.8 zetas, the Aquataine, for example, was just called Aquataine, GTD Hecate. Now they're back to (I think) original, i.e it says GTD Aquataine, GTD Hecate.

I don't know if that was intentional or not.

The cain/lilith are as Lightspeed released them AFAIK.

Hmm, that's weird. I checked the beta MVPs and they're switched around now. The Cain is now the armoured looking one and the Lilith is the black looking one.

Edit: The models themselves haven't been changed, only the mv_models-shp.tbm file
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Ziame on December 09, 2008, 03:45:33 pm
Me has problem with beams and me has Radeon x1950 PRO 512 ddr3

I think it's AGAIN problem with Radeons

(Downloaded by "Complete package"
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ShadowGorrath on December 09, 2008, 03:51:12 pm
So will the missile trail thing get fixed soon?

Heh, now I cant load the mission with the Actium and Lysander. . . Probably a build issue though, as it loads up, and instead of showing the briefing, I get a 'FS has encountered an error and needs to close. Send or don't send report'. . . The universe is against me playing FS2 with the new mediavps. . .
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: psyhotik on December 09, 2008, 03:55:42 pm
People (Rick James, SF-Junky, ...) having issues with shivan beams... Post your graphics card info as well as graphics driver version (if possible) here.


I also have this issue. My card is ATI Radeon X600 and I use MV_complete from FSmods.

fs2_open.log:

Code: [Select]
==========================================================================
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.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 80
  -spec_static .8
  -spec_point .6
  -spec_tube .4
  -ambient_factor 0
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -dualscanlines
  -rearm_timer
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps
  -safeloading
Building file index...
Found root pack 'E:\Gry\FreeSpace2\mediavps\MV_Complete.vp' with a checksum of 0x31df7754
Found root pack 'E:\Gry\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'E:\Gry\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'E:\Gry\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'E:\Gry\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'E:\Gry\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'E:\Gry\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'E:\Gry\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'E:\Gry\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'E:\Gry\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'E:\Gry\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'E:\Gry\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'E:\Gry\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Found root pack 'E:\Gry\FreeSpace2\data\effects\ls_neb.vp' with a checksum of 0xae92af0e
Searching root 'E:\Gry\FreeSpace2\mediavps\' ... 1 files
Searching root pack 'E:\Gry\FreeSpace2\mediavps\MV_Complete.vp' ... 5253 files
Searching root 'E:\Gry\FreeSpace2\' ... 16 files
Searching root pack 'E:\Gry\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'E:\Gry\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'E:\Gry\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'E:\Gry\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'E:\Gry\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'E:\Gry\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'E:\Gry\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'E:\Gry\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'E:\Gry\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'E:\Gry\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'E:\Gry\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'E:\Gry\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root pack 'E:\Gry\FreeSpace2\data\effects\ls_neb.vp' ... 225 files
Searching root 'd:\' ... 0 files
Found 17 roots and 12917 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x960 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : RADEON X600 Series x86/SSE2
  OpenGL Version    : 2.0.6458 WinXP Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 65535
  Max texture size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_nebula-str.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 407
!!DEBUG!! OpenGL Errors this frame: 1
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.263 (0.263)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'lion1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.266 (0.266)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Tue Dec 09 22:52:34 2008
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Galemp on December 09, 2008, 04:05:17 pm
Let me just slip in here and remind everyone that they can also use Radar Icons (http://fsport.hard-light.net/extras/MV_radaricons.vp) with both the MVPs and with FSPort, so long as they use a recent Wanderer build. (http://swc.fs2downloads.com/files/fso-Wanderer_20081010_r4840.7z)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 09, 2008, 04:12:11 pm
And boy do they add a whole new level of awesome to the game.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: TacOne on December 09, 2008, 04:15:37 pm
Is there a thread for the radar icons, or is it supposed to be a MVP project?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: StrayFender on December 09, 2008, 05:03:35 pm
dang...when i was playing the mission "the great hunt" i got this message before the ravana arrived

Warning: SD Ravana (capital2s-01.pof) has a null moment of inertia!
File: ship.cpp
Line: 5709


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081207_r4985.exe 00898aab()
    fs2_open_3_6_10d-20081207_r4985.exe 008a3cdf()
    fs2_open_3_6_10d-20081207_r4985.exe 00746a9d()
    fs2_open_3_6_10d-20081207_r4985.exe 007468e1()
    fs2_open_3_6_10d-20081207_r4985.exe 00753203()
    fs2_open_3_6_10d-20081207_r4985.exe 007533b7()
    fs2_open_3_6_10d-20081207_r4985.exe 00753984()
    fs2_open_3_6_10d-20081207_r4985.exe 007546c3()
    fs2_open_3_6_10d-20081207_r4985.exe 00737d08()
    fs2_open_3_6_10d-20081207_r4985.exe 00738b8b()
    fs2_open_3_6_10d-20081207_r4985.exe 00739c1d()
    fs2_open_3_6_10d-20081207_r4985.exe 0073c7fb()
    fs2_open_3_6_10d-20081207_r4985.exe 00950b5d()
    fs2_open_3_6_10d-20081207_r4985.exe 0073de78()
    fs2_open_3_6_10d-20081207_r4985.exe 0073e10e()
------------------------------------------------------------------


any ideas?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on December 09, 2008, 05:17:46 pm
Make sure you don't have any old models or ravana_ge.vp floating around.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ShadowGorrath on December 09, 2008, 05:18:08 pm
That mission doesn't even load for me!
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Fenrir on December 09, 2008, 05:32:48 pm
I played that mission without a problem. Like blowfish suggested, make sure you don't have other models in your data folders if you're using the same mediavp folder that you did with previous versions. What I would do is delete the mediavps/data folder entirely to make sure there aren't any conflicts with older files lurking in there (your saves are in the main directory's data folder so they won't be deleted).
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 09, 2008, 05:35:33 pm
That mission doesn't even load for me!

Please run the fs2_open_3_6_10d-20081207_r4985.exe, try loading the offending mission, then locate the ..\FreeSpace2\data\fs2_open.log file and post it (either in code tags or as an attachment).


StrayFender: Since you're already running the debug build, do the same: post the debug log (NOT errorlog.txt, it's helpfulness is minimal at best). Also, you could try running the non-debug build, (which is named fs2_open_3_6_10r-20081207_r4985.exe), and/or simply try clicking OK to get past the error. Null moment of inertia errors usually don't crash/stop the game even on debug builds, and release builds typically don't even tell you about them, but you should also check that no old Ravana models are around... (check the root directory for extra VP files, and the ..\FreeSpace\data\models [and other subdirectories] for rogue model files)

I'm not getting any errors with debug build during the Great Hunt mission. Loads fine, plays fine.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: StrayFender on December 09, 2008, 05:49:17 pm
I played that mission without a problem. Like blowfish suggested, make sure you don't have other models in your data folders if you're using the same mediavp folder that you did with previous versions. What I would do is delete the mediavps/data folder entirely to make sure there aren't any conflicts with older files lurking in there (your saves are in the main directory's data folder so they won't be deleted).

ok. I deleted the VPS/data folder
the mission now runs fine
thanks for the help (to all)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Rodo on December 09, 2008, 05:59:17 pm
well I see all the upgrades correctly, the only thing that I've noticed (maybe it's because of some trouble with my pc) is that the fighters the cap ships and everything seems to be somewhat... slow to earlier versions of media vps... but maybe it's just my imagination.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Droid803 on December 09, 2008, 06:02:10 pm
Are you...lagging?
My download sure is...GO FASTER!
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: GTSVA on December 09, 2008, 06:16:02 pm
One small question, and forgive me if this has already been answered, but does this mean that

3.6.10. when played in multiplayer WILL save stats?

and

for the release of 3.6.10. to run efficiently requires the download of launcher 5.5d?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Axem on December 09, 2008, 06:58:22 pm
I notice my 3 additions (Countermeasure, Elysium, Watchdog/Cerberus) are nowhere to be mentioned or credited. :(

(S'okay though, the credit list is pretty long and I'm sure there's other omissions. I won't sue for any takedown.)

(Or will I?)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Droid803 on December 09, 2008, 07:12:41 pm
Heh...I run at 30fps flat now instead of 60. oh well.

Also, the Shivan Secondaries tbm is killing my mod.
I want them there, because they're awesome, but I have custom weapons that my Shivans mount, and the tbm just wipes out all of them from the default...I don't want to go through every mission in FRED and fix them - its time consuming. How can I stop the tbm from overwriting my table edits?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Stormkeeper on December 09, 2008, 07:19:38 pm
I'll go play the regular campaign and see if I can wrangle up any issues.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: TacOne on December 09, 2008, 07:23:31 pm
Also, the Shivan Secondaries tbm is killing my mod.
I want them there, because they're awesome, but I have custom weapons that my Shivans mount, and the tbm just wipes out all of them from the default...I don't want to go through every mission in FRED and fix them - its time consuming. How can I stop the tbm from overwriting my table edits?

Shouldn't your mod's tables have a higher priority than the mediavp ones?
What, exactly, have you changed?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on December 09, 2008, 07:24:19 pm
Heh...I run at 30fps flat now instead of 60. oh well.

Also, the Shivan Secondaries tbm is killing my mod.
I want them there, because they're awesome, but I have custom weapons that my Shivans mount, and the tbm just wipes out all of them from the default...I don't want to go through every mission in FRED and fix them - its time consuming. How can I stop the tbm from overwriting my table edits?

Add another TBM in your mod that overrides the mediavps.

Shouldn't your mod's tables have a higher priority than the mediavp ones?
What, exactly, have you changed?

TBMs always override TBLs, regardless of where they are placed.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Rodo on December 09, 2008, 07:26:00 pm
Heh...I run at 30fps flat now instead of 60. oh well.

Also, the Shivan Secondaries tbm is killing my mod.
I want them there, because they're awesome, but I have custom weapons that my Shivans mount, and the tbm just wipes out all of them from the default...I don't want to go through every mission in FRED and fix them - its time consuming. How can I stop the tbm from overwriting my table edits?

When you select your mod as primary shouldn't that override any other file that fs might find? so If your mod is primary then the table that it should use is the one in the mod, and if it doesn't find it, then it should use the secondary which I'm guessing is the mediavps.

... yes I think Im lagging XD but the thing is that it seems to frack with the missions also... I'm hearing chatters I've never heard before in the retail campaign such as in the mission where the colossus is deployed for the first time, in the misison when you first see the knosos and the training simulator for the perseus...I think in that I was invulnerable this time... I remember just as if it was like yesterday that in that simulator you could get damaged.

...oh by the way... nice work with the asteroids!! and the exploding effect also! :D

Title: Re: RELEASE: 3.6.10 Media VPs
Post by: colecampbell666 on December 09, 2008, 07:38:18 pm
YES! And I'll be able to use them on my new laptop!
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mura on December 09, 2008, 07:40:01 pm
One small question, and forgive me if this has already been answered, but does this mean that

3.6.10. when played in multiplayer WILL save stats?

and

for the release of 3.6.10. to run efficiently requires the download of launcher 5.5d?

Well, AFAIK, 3.6.10 in multi has been saving stats properly for validated missions... well, maybe not if you use MVP's :b
I guess we just need to wait for confirmation about this matter, but I hope it's not too far away.

Though, i might as well keep playing with vanilla only, i don't need more added lag  :ick: but the eye candy! :shaking: i'm in a dilema
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: General Battuta on December 09, 2008, 07:40:55 pm
I'm also getting the gray missile trails and black nameplates.

Radeon HD 4870 w/fairly recent drivers. Using the latest nightly build for Windows XP.

The MVPs are gorgeous and a big step up. Huge thanks to the team!
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Fenrir on December 09, 2008, 07:44:31 pm
...oh by the way... nice work with the asteroids!! and the exploding effect also! :D

*Goes to check* Oh wow! The asteroids aren't made of explodium (http://tvtropes.org/pmwiki/pmwiki.php/Main/MadeOfExplodium) anymore.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: carbine7 on December 09, 2008, 07:49:07 pm
All I can say is..........well, it's so awsome I can't say anything. Blue Planet with these graphics is :jaw:

One small bug[I think it is, anyway] I noticed is that the Hectate is missing its nameplate. Is this intentional?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Stormkeeper on December 09, 2008, 08:31:22 pm
Played up till Mystery of the Trinity. The missile trails are all grey, but I have no other errors otherwise.

And nice work with the asteriods. I'm getting minor lag looking at them, but its probably cause I'm running iTunes in the background.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on December 09, 2008, 08:46:22 pm
And nice work with the asteriods. I'm getting minor lag looking at them, but its probably cause I'm running iTunes in the background.

Well, asteroids will probably drain some amount of performance no matter how efficient they are.  But the current asteroids are a lot better than the beta ones in this respect :)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jadehawk on December 09, 2008, 08:51:00 pm
Quote"
Step 3: Set up the mediavps mod directory

If it does not already exist, create a new folder called "mediavps" in your Freespace 2 install folder, and place the MV_*.vp files in there.
So, if you installed Freespace 2 to "C:\Games\FreeSpace2" then you would place these Media VP files into "C:\Games\FreeSpace2\mediavps"

Next download the following components and place them in your newly created mediavps folder:

    * Readme
    * Mod.ini
    * Launcher Graphic

UnQuote"

OK, instead of a download file, these three just pop up as another Web page. The readme I can deal with, the BMP image too, but the Mod.ini I can't as that should be a file and not a web page.

Where is the real file?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on December 09, 2008, 09:07:39 pm
Right click, save as :)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jadehawk on December 09, 2008, 09:15:24 pm
Not for me. says SAVE LINK AS.

... and it works. FARK! I guess ya gotta just try before ya say sumthin. Thanks! ;)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Goober5000 on December 09, 2008, 09:19:36 pm
(resulting in one team member receiving disciplinary action from the workplace :eek2: )
Srsly?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Arkangel on December 09, 2008, 09:49:29 pm
For once the Uly actually looks.... Good
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Ransom on December 09, 2008, 10:32:20 pm
Too right. The Ulysses looks like something out of a 2008 game. Quite a few of the ships do, in fact.

You've really outdone yourselves this time, guys. Freespace is new again. And it's visually consistent! With a handful of exceptions, what hasn't been HTL'd has been normal mapped, and I'm very glad to see the ugly balloon-float effect we were seeing with some of the early normal maps seems to have been resolved.

I've been holding off on replaying the main campaign for a long time, but this has finally convinced me. I'm up to The Sixth Wonder - haven't noticed a single error so far.

Congratulations to everyone involved.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on December 09, 2008, 10:43:47 pm
(resulting in one team member receiving disciplinary action from the workplace :eek2: )
Srsly?

Yeah, seriously. And that would be me. It's all good though. :-)

Missile Trails: Yes. They are grey. A default upgrade Effect was intentionally selected rather than sort through all of the available effects (which were not seriously all that great to begin with as they looked to be straight DDS conversions of retail like effects, not Upgrades) to have something that at least WORKED and didn't have display or color issues. Who wants a puke green trail from firing a Cyclops? I don't.

We are more than happy to resolve this by creating a more diverse set of effects, but frankly, we wanted people to have something that worked as advertised with as little potential aesthetic issue as possible.

Ship Names: The inconstancy between calling a ship "GTD Something" in one mission and then in the very next calling it "Something" bothered the hell out of me. And since more missions than not followed the "GTD Something" they ALL got  Class type prefacing the Name. Plus, the nameplates already document the Class followed by the Name as established in previous VP sets, so it just made for a better overall consistency factor as well.

Flickering/black Nameplates: Could be resolved in the fragment shaders, but it breaks them by doing so. This is an issue that will have to be resolved in another way. At the least, the effect is less pronounced than it used to be as far as I can tell.

Shaders: SM3.0 is required. SM2.0 MIGHT work, but yer on your own. OpenGL will work, but SM3.0 and OpenGL 2.0 are the current supportable recommendation. OpenGL 1.5 is when GLSL was introduced and it may or may not support everything that SM3.0 wants. If you don't have SM3.0 support on your card and you insist on not Disabling GLSL, then the artifacts are all yours. Until the engine can support the full dynamic range of SM's and do it well, this is the current compromise to at least getting it working in some fashion so that it can be improved. This isn't to say that nothing about the shaders isn't being done or tried, because that is not the case. I hate this problem and other related problems with a passion because they make NO SENSE and I want them gone so bad I can taste it. If it really comes down to it, we may have to separate and define the shaders based off the hardware being used by first diversifying them into "ATI Shaders" and "nVidia Shaders" to start and going from there.

-height: There are no height maps any more. The cost of having them and their loading outweighed any benefit of the results and it was collectively decided to have away with them. Should this change, they can be reinstated or made available separately. The only real use they have is in making the normal maps.

Mod's and Mediavp's: Done right, any table edit will over ride the MVP's. So, for example, if you have an issue where you have to specify different secondary load outs to have shivans use other than the MVP secondaries, guess what? That is what you do. It is what we had to do to see to it that Campaign missions where a "default" load out not being specified maintained consistency by still using those shivan secondaries. The other option: Editing every mission that assumed a default load out into using a specified load out. If you make your table and it over rides the MVP ones, the default will now be the ones you specified in your table. If we left it up to having to edit every shivan load out in every mission to use a shivan secondary, you wouldn't have shivan secondaries except as models and textures. Or certainly not in this release.

Shockwaves: Okay, I am stumped. This completely blindsided me. I knew changes occurred in the code handling to accommodate some stand alones, but I did not figure on it doing this. We're working on it as quickly as we can. Right? Right?

Torrents: I provided pages for the demonoid for those that had registered access, and DIRECT "this will open in your torrent and download whether you are a member or not" links and I URGE people to host in other trackers and let me know so that I can update the Seed. It worked for the TBP DVD release, I fail to see how it cannot work here as well. (And this torrent hasn't been active for weeks, not even a full day as of now)

Cain/Lilith swap: Actually, this is a correction to what it was supposed to have been to begin with, but it just hasn't been corrected until now. Sorry for the confusion folk, but it is as it should be, even if it is not entirely expected.

And finally: Thank you in any case for your patience and your feedback here. Thank you for the thank yous, thank you for the issue reports and just in general thank you for being here and keeping things going.

(Note: I am not attempting to single out any individuals in my outlining of the issue above, but the issues themselves directly. So please, don't take the above as a personal direction against you, but rather at the fact that the problem exists. If you still feel that how I have outlined or addressed them is in some way a little abrupt, personal (or too impersonal) then accept my apologies as this is not my intention.)

Except for these parts:
I notice my 3 additions (Countermeasure, Elysium, Watchdog/Cerberus) are nowhere to be mentioned or credited. :(

(S'okay though, the credit list is pretty long and I'm sure there's other omissions. I won't sue for any takedown.)

(Or will I?)

Uh....HTF did that happen? Anybody? So'kay, me missed crediting Galemp as an FSU Staff member and credits for the hornet. The excerpt in the release post was updated, but the read me had already been uploaded and distributed. Noted and corrected.

Quote from: carbine7 link=topic=58230.msg1175644.html#msg1175644
One small bug[I think it is, anyway] I noticed is that the Hectate is missing its nameplate. Is this intentional?
Are you referring to a Hecate in Blue Planet, or in a mission in the FS2 Campaign? If FS2 Campaign, no, not intentional, moar details please!. If Blue Planet: may not have been included or using texture replacement in the mission to show one.

and Finally (redux): Sectorgame mirrors added, everybody say "thank you Hunter!"


**EDIT: No idea how the crap this happened: MV_Music.zip (http://cp.nukelol.com/mv_music.zip). You will need this even if you have MV_Complete.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 09, 2008, 10:54:00 pm
Thanks Hunter!  Potential shockwaves fix is in SVN and will be in the r4988 or higher nightly build.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: eliex on December 09, 2008, 11:44:36 pm
Thankyou very much!  :D
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: StrayFender on December 09, 2008, 11:50:27 pm
People (Rick James, SF-Junky, ...) having issues with shivan beams... Post your graphics card info as well as graphics driver version (if possible) here.

If you do not know it then use the launcher to select a debug build, run it once (up to main hall should be enough). Quit the game. Search for a file named 'fs2_open.log' and attach it to your post or post it within 'code' tags.

==EDIT==
Intel 82945G Express Chipset Family
Driver Version:      6.14.10.4820
Operating System:      Windows XP* Professional, Service Pack 2 (5.1.2600)
DirectX* Version:      9.0
Physical Memory:      2039 MB
Minimum Graphics Memory:   8 MB
Maximum Graphics Memory:   128 MB
Graphics Memory in Use:   126 MB
Processor:      x86
Processor Speed:      3192 MHZ
Vendor ID:      8086
Device ID:      2772
Device Revision:      02
Pentium 4 HT 3.20 GHz
Ram = 2 GB


Code: [Select]
==========================================================================
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.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -missile_lighting
  -glow
  -spec
  -no_emissive_light
  -normal
  -3dshockwave
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps
  -window
Building file index...
Found root pack 'D:\Juegos\FreeSpace2\mediavps\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\Juegos\FreeSpace2\mediavps\MV_Complete.vp' with a checksum of 0x31df7754
Found root pack 'D:\Juegos\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\Juegos\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\Juegos\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\Juegos\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\Juegos\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Juegos\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Juegos\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Juegos\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Juegos\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Juegos\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Juegos\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Juegos\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Found root pack 'D:\Juegos\FreeSpace2\data\movies\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Searching root 'D:\Juegos\FreeSpace2\mediavps\' ... 1 files
Searching root pack 'D:\Juegos\FreeSpace2\mediavps\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\Juegos\FreeSpace2\mediavps\MV_Complete.vp' ... 5253 files
Searching root 'D:\Juegos\FreeSpace2\' ... 386 files
Searching root pack 'D:\Juegos\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\Juegos\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\Juegos\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\Juegos\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'D:\Juegos\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Juegos\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Juegos\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Juegos\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Juegos\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Juegos\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Juegos\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Juegos\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root pack 'D:\Juegos\FreeSpace2\data\movies\FS2OGGcutscenepack.vp' ... 10 files
Found 17 roots and 13182 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : Intel
  OpenGL Renderer   : Intel 945G
  OpenGL Version    : 1.4.0 - Build 7.14.10.4820

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Unable to find extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Unable to find extension "GL_EXT_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Unable to find extension "GL_EXT_framebuffer_object".
  Unable to find extension "GL_NV_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Unable to find extension "GL_EXT_texture_lod_bias".
  Unable to find extension "NV_point_sprite".
  Unable to find extension "GL_ARB_shading_language_100".
  Unable to find extension "GL_ARB_shader_objects".
  Unable to find extension "GL_ARB_vertex_shader".
  Unable to find extension "GL_ARB_fragment_shader".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 1024
  Max elements indices: 1024
  Max texture size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 513
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'scorpsquadc.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Wed Dec 10 02:40:14 2008

Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mongoose on December 09, 2008, 11:52:03 pm
At chief's suggestion, I'm going to post a link to a particular bug (http://scp.indiegames.us/mantis/view.php?id=1789) I've been experiencing intermittently while using the 3.6.10 beta and final MVPs for a long while now with a variety of builds.  I'm working on the assumption that it's most likely specific to my hardware, but if any of the FSU team has any input on it, I'd be glad to hear it.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: SF-Junky on December 10, 2008, 12:12:45 am
People (Rick James, SF-Junky, ...) having issues with shivan beams... Post your graphics card info as well as graphics driver version (if possible) here.

If you do not know it then use the launcher to select a debug build, run it once (up to main hall should be enough). Quit the game. Search for a file named 'fs2_open.log' and attach it to your post or post it within 'code' tags.
Radeon X1600/X1650 Series. Driver version 8.501.0.0 from June 2, 08.

When I use a debug build, I still get those stupid errormsgs, I've been getting since I switched to 3.6.10. So I can't launch the game on debug.
Code: [Select]
Warning: Type of weapon SRed entry does not agree with original entry type.
File: weapons.cpp
Line: 2101


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081207_r4985.exe 0091dcac()
    fs2_open_3_6_10d-20081207_r4985.exe 009885d1()
    fs2_open_3_6_10d-20081207_r4985.exe 00920135()
    fs2_open_3_6_10d-20081207_r4985.exe 0073137c()
    fs2_open_3_6_10d-20081207_r4985.exe 0073dd99()
    fs2_open_3_6_10d-20081207_r4985.exe 0073e10e()
    fs2_open_3_6_10d-20081207_r4985.exe 00c914c6()
    fs2_open_3_6_10d-20081207_r4985.exe 00c9134f()
    kernel32.dll 7c817067()
------------------------------------------------------------------
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 10, 2008, 01:25:07 am
I still think you've got a rogue table somewhere.  I forget have you started from scratch with just the base files and tried running debug then?  Just create a new folder and move only the minimum necessary stuff over to it, the retail VPs, executables, and the launcher.  Then try debug.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: captain-custard on December 10, 2008, 02:15:35 am
One small question, and forgive me if this has already been answered, but does this mean that

3.6.10. when played in multiplayer WILL save stats?

and

for the release of 3.6.10. to run efficiently requires the download of launcher 5.5d?

Well, AFAIK, 3.6.10 in multi has been saving stats properly for validated missions... well, maybe not if you use MVP's :b
I guess we just need to wait for confirmation about this matter, but I hope it's not too far away.

Though, i might as well keep playing with vanilla only, i don't need more added lag  :ick: but the eye candy! :shaking: i'm in a dilema


i tested last night "multiplayer" and you still get a hacked tables and stats dont save with mediavps on ....but its oh so pretty
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Colonol Dekker on December 10, 2008, 02:24:10 am
How the HECK did i miss this. . . . .
 
How do i use. . .taw-rents?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 10, 2008, 02:26:11 am
Code: [Select]
Found root pack 'E:\Gry\FreeSpace2\data\effects\ls_neb.vp' with a checksum of 0xae92af0e
Uh...
1) This one should be in \freespace2\mediavps\.
2) It appears that it is no longer needed. At least not with these MediaVPs.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on December 10, 2008, 02:31:10 am
How the HECK did i miss this. . . . .
 
How do i use. . .taw-rents?

Heh. If you can, due to a complete total mistake on my part, try the FSMod or Sectorgame links and grab either Complete+Music, or the individual VP's.

If the question is facetious, don't forget to download the correct mv_music.zip (even if you are getting MV_Complete Uber VP).

And if you are doin the taw-rents and know or access any other torrent sites, add this to the trackers and let me know. The more the merrier. :-)

Code: [Select]
Found root pack 'E:\Gry\FreeSpace2\data\effects\ls_neb.vp' with a checksum of 0xae92af0e
Uh...
1) This one should be in \freespace2\mediavps\.
2) It appears that it is no longer needed. At least not with these MediaVPs.

Correct. LS_Neb is un-needed with these VP's. Period. They are not only already here, they are in the missinos along with the Stellar Enhancements.

And can some one for the love of all that is holy explain this:
Code: [Select]
  Max elements vertices: 2147483647
  Max elements indices: 65535

How The Hell does an x600 and an x1900 have 2 BILLION plus vertices when my 9800GT 1024 has
Code: [Select]
  Max elements vertices: 1048576
  Max elements indices: 1048576

Anybody?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Colonol Dekker on December 10, 2008, 03:22:38 am
I night leave it for a bit before i download it. . .purely based on time convenience. Nothing else, i'm confident in the teams ongoing test process :yes: all systems are bound to react differently :)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: TacOne on December 10, 2008, 03:26:45 am
Missile Trails
Ship Names
Flickering/black Nameplates
Cain/Lilith swap

Thanks for clearing that up. No further comments from me, I think.

Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 10, 2008, 04:07:17 am
Seems to me that when you go into the tech database and select the Orion, it freezes (the Orion is shown but does not spin and nothing works) but the music still continues to play. I always FS2 close it in task manager when that happens. If there are really that many bugs in this official release, should it have been tested more before release? I start to think: why the heck would an official release have as many problems as I have been skimming across in this thread?

There are usually (practically always) some issues with everything new that is released to public simply because test platforms are limited in a project like this - we simply don't have resources to test everything on every combination of operating systems, software and hardware. So far it seems that most reported issues happen with some (older) hardware (which explains why that kind of errors weren't spotted in the testing process), and some are resulting from rogue files messing things up (computers are like that, you put bad data in, you get bad results out).

In fact, I'm relatively happy that there haven't been more problems than have been reported.

As far as your issues with Orion go, I would recommend the following troubleshooting procedure:

1. First try things with just mediaVP's activated, not any additional campaigns/mods. If the Orion still freezes the game, go to 2. If not, inspect the Orion related mods in the campaign you are trying to run. Also check the ..\FreeSpace2\data\*\ directories for Orion-related models and tables.

2. Check that the MV_Assets.vp hash matches with the provided hash, to confirm that the file you have on your mediavps folder is intact. Sometimes an individual file can corrupt during extraction (this happened once in our testing process, causing great confusion to a team member trying to figure out why a model was not working correctly), so if the hashes don't match, first try re-extracting the file from the 7zip file. If hashes match and problem still exists with using simply the mediaVP's as the mod and with no rogue data around your installation, go to 3.

3. Run a debug build, reproduce the crash/hang/error and post the fs2_open.log file (in ..\FreeSpace2\data\ )

The debug log will tell you what data the game finds and uses, as well as how your hardware deals with the data it's given.


Quote
I am using the zpack, 5.5d launcher, and the fs2_open_3_6_10r-20081207_r4985.exe build, by the way. If I encounter any show stoppers or missing models, I will have to switch back to 3.6.9 vps. I can't believe it. I like the HTL models a lot but serious bugs are nothing to be happy about. Having 3.6.10 freezing when the Orion appears in the tech database and models being used in the ships selection menu causing the game to freeze is not a good sign and is worrysome.

There are no 3.6.9 MediaVP's; the previous demi-official MediaVP release was 3.6.8zeta, which was patched with alpha fixes to various effects and ended up as the most stable mediaVP basis for the SCP 3.6.9 builds.

Gamestopping bugs are obviously a cause of grave concern, but having problems with a single specific model gives me an impression of something else than mediaVP's being wrong on account of that particular model. Model integrity has been one of the points that have been pretty rigorously emphasized in our testing.


Quote
I am currently in the middle of the What If - The Great War campaign when I switched to these vps. I hope that isn't affecting it and I hope the fact that I'm not using normal maps is not causing that. I want to use the HTL versions, not old normal maps.

Not using normal maps shouldn't affect things. If your GPU can't use the GLSL shaders, it doesn't use them; if it can you can still not use the -normal flag and the normalmaps will be ignored.

Third party mods built to depend on now-obsolete MediaVP resources can have problems playing nice with new mediaVP's. That shouldn't be a surprise. Things that are built based on how things worked on 3.6.9 builds and 3.6.8zeta VP's may or may not have issues with 3.6.10 builds and VP's, depending how deep the dependancies are and how radically things change between versions. Our testing priority has been on compatibility with retail campaign partly because the project is, after all, FreeSpace Upgrade, and partly because we simply don't have the resources to test every campaign as well.

Most things *should* work without gamestopping errors. We try to maintain a level of consistency but this is a major overhaul of the VP structures and content, and we can't keep everything to work to exactly same specs as the previous VP's. If there's a problem with a mod/campaign that relies on 3.6.8zeta VP's, you should use 3.6.8zeta VP's with them and/or report the errors on the campaign's forums and request a patch. FSUpgrade team can't start troubleshooting each third party campaign to work with 3.6.10 mediaVP's, but as individual forum members we'll likely help other modders to patch their stuff to take the most advantage out of new VP's. That process should be done on Modding forum or campaign/mod's dedicated forum, though.


This might sound like Derek Smart style support ("Everything works as intended. It's not a bug, it's a feature. If you have problems, you need to adapt and blah blah blah), but that's just the way it is. We can't support all campaigns/mods that have critical dependancies on older MediaVP's; those campaigns need to update themselves if they decided to depend upon specific MediaVP's in the first place. Independently functional campaigns/mods should work fine with any mediaVP's, as they don't slave themselves to specific resources in specific MediaVP's.

Rant over. :nervous: ;)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Colonol Dekker on December 10, 2008, 04:10:44 am
Just for my own clarification what does check the "hash" mean? Just make sure the mv versions match i'm guessing, hopefully :)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 10, 2008, 04:17:51 am
Just for my own clarification what does check the "hash" mean? Just make sure the mv versions match i'm guessing, hopefully :)

Hashes are checksums - series of characters - generated from files to check for file integrity in a quick and reliable fashion. Basically, the data is used in hash generation, and identical data generates identical hashes, so with VERY high possibility two files with identical hashes are identical.

MD5 is perhaps the most commonly used checksum method, but there are others as well... Archiver programs commonly use CRC checks to verify archive integrity. Torrent clients do data integrity checks as part of the transfer protocol so torrents are a pretty reliable way of downloading things as logn as you can use them.

Anyway, you don't need to concern yourself with the hashes as long as you aren't encountering problems; they are useful for hosters mainly, since files can get corrupt during upload, and checking the file's hash is a quick way to verify that the file ended up into it's server location fully intact.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: General Battuta on December 10, 2008, 09:26:16 am
Seems to me that when you go into the tech database and select the Orion, it freezes (the Orion is shown but does not spin and nothing works) but the music still continues to play. I always FS2 close it in task manager when that happens. If there are really that many bugs in this official release, should it have been tested more before release? I start to think: why the heck would an official release have as many problems as I have been skimming across in this thread?

I am using the zpack, 5.5d launcher, and the fs2_open_3_6_10r-20081207_r4985.exe build, by the way. If I encounter any show stoppers or missing models, I will have to switch back to 3.6.9 vps. I can't believe it. I like the HTL models a lot but serious bugs are nothing to be happy about. Having 3.6.10 freezing when the Orion appears in the tech database and models being used in the ships selection menu causing the game to freeze is not a good sign and is worrysome.

I am currently in the middle of the What If - The Great War campaign when I switched to these vps. I hope that isn't affecting it and I hope the fact that I'm not using normal maps is not causing that. I want to use the HTL versions, not old normal maps.

Good God you're *****y. This is the most bug-free MVP release in living memory. The only consistent bugs that have popped up so far are the missile trails and the nameplates, and those are minor aesthetic issues.

I'm not having that Orion bug. Have you checked your mediavps/models folder for any old Orions floating around?

You do know that normal maps make the HTL models look better, not worse, correct? Why would you think that you 'want to use the HTL versions, not old normal maps'? You can use both.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 10, 2008, 10:05:46 am
Yeah Max you're acting pretty friggin spoiled and ignorant.  He's right, normal maps add to the detail of the existing models, HTL or not.  And what do you mean you're using the zpack?!  The zpack was from an old VP set wasn't it?  Now, the only thing I can think is that for some reason your side decided it need to regenerate the cache files and that's why it froze on the Orion, but it should have frozen a bit each time you looked at any model.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Ziame on December 10, 2008, 10:18:59 am
I don't want to seem evul stupid and bad... But "WAT" should we do about this beam problem, guys?



anybody? :(
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: peterv on December 10, 2008, 10:30:45 am
Great work from a great team!  :yes: * 1111
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Something on December 10, 2008, 11:02:52 am
Absolutely brilliant work people, but what can I do to get back the warp in/out effect in the advanced mediavps? The one that looks kind of liquid like. That one imo is a lot easier on the eye and I prefer that effect than the one given in this release.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: General Battuta on December 10, 2008, 11:05:20 am
Absolutely brilliant work people, but what can I do to get back the warp in/out effect in the advanced mediavps? The one that looks kind of liquid like. That one imo is a lot easier on the eye and I prefer that effect than the one given in this release.

I'm considering doing this as well. Could you post a brief guide to tweaks? (Not that I think the current one is 'bad', it's just an artistic choice.)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Ransom on December 10, 2008, 11:22:41 am
I love the new one, personally, but what did the effect in question look like? Do you mean the swirly one that (I think) Axem did? I've lost track of all the different warp effects.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: General Battuta on December 10, 2008, 11:38:22 am
I love the new one, personally, but what did the effect in question look like? Do you mean the swirly one that (I think) Axem did? I've lost track of all the different warp effects.

It was thicker, bluer, swirlier, and kind of more liquid.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: captain-custard on December 10, 2008, 11:42:36 am
so im replaying everything at the moment and some multiplayer aswell...... everything is good , even my 3 yearold laptop works with everything on max not slowing down to a crawl , thanks guys
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Romanmolf on December 10, 2008, 12:11:34 pm
 :wakka:

Well done.  :yes:  :yes:  :yes:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ShadowGorrath on December 10, 2008, 12:40:40 pm
I don't want to seem evul stupid and bad... But "WAT" should we do about this beam problem, guys?



anybody? :(

I "fixed" it by extracting the animated beams I had over the new mediavp ones. So they work fine for me now.

Also, I made the different missile trails work again.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: SF-Junky on December 10, 2008, 12:46:15 pm
I still think you've got a rogue table somewhere.  I forget have you started from scratch with just the base files and tried running debug then?  Just create a new folder and move only the minimum necessary stuff over to it, the retail VPs, executables, and the launcher.  Then try debug.
Oops, me stupid launched FS this morning with one of my mods. With the MVPs only it's working.

Code: [Select]
==========================================================================
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.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -img2dds
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -mod mediavps
Building file index...
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'D:\Games\FreeSpace2\ITDoH Chapter 1.vp' with a checksum of 0xc7cdc4a4
Found root pack 'D:\Games\FreeSpace2\LightspeedFS2.vp' with a checksum of 0x515f5e4b
Found root pack 'D:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'D:\Games\FreeSpace2\shaders.vp' with a checksum of 0xe13995b9
Found root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Games\FreeSpace2\mediavps\' ... 1 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'D:\Games\FreeSpace2\' ... 43 files
Searching root pack 'D:\Games\FreeSpace2\ITDoH Chapter 1.vp' ... 15 files
Searching root pack 'D:\Games\FreeSpace2\LightspeedFS2.vp' ... 41 files
Searching root pack 'D:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\FreeSpace2\shaders.vp' ... 69 files
Searching root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 19 roots and 12827 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1600/X1650 Series
  OpenGL Version    : 2.1.7659 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 581
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.371 (0.371)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.282 (0.282)
Frame  0 too long!!: frametime = 0.366 (0.366)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Wed Dec 10 19:36:24 2008


Oh and, sorry for the stupid asking, but: Is this gray trail thing a bug now or is it not? Not that it would be a mayor problem to me, but it just looks very... unfamiliar.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 10, 2008, 12:53:17 pm
Code: [Select]
Found root pack 'D:\Games\FreeSpace2\ITDoH Chapter 1.vp' with a checksum of 0xc7cdc4a4
Nonononono. Move it to \FreeSpace2\itdoh\ or something.

Code: [Select]
Found root pack 'D:\Games\FreeSpace2\LightspeedFS2.vp' with a checksum of 0x515f5e4b
You don't actually need this one with these MediaVPs.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Something on December 10, 2008, 01:05:16 pm
So does anyone have the answer to the question I posted on the last page about the warp effects?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: SF-Junky on December 10, 2008, 01:16:10 pm
Code: [Select]
Found root pack 'D:\Games\FreeSpace2\ITDoH Chapter 1.vp' with a checksum of 0xc7cdc4a4
Nonononono. Move it to \FreeSpace2\itdoh\ or something.

Code: [Select]
Found root pack 'D:\Games\FreeSpace2\LightspeedFS2.vp' with a checksum of 0x515f5e4b
You don't actually need this one with these MediaVPs.
'k, I removed those two, but as far as I can see, there hasn't changed anything. ;-)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 10, 2008, 01:20:10 pm
Well, I wasn't actually answering your question, but instead just informing you that:

1) Every single mod should be in a mod folder.
2) The purdified FS2 stock missions are now included in the MediaVPs and therefore there is no need for a separate vp.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Hanyuu271 on December 10, 2008, 02:48:43 pm
some campaigns won't start right with the new vps like derelict I get a error saying its missing something called orc_tef pof or something never happened with the old ones though and sometimes with others too
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 10, 2008, 02:53:40 pm
1) Run a debug FSO build.
2) Find a file called fs2_open.log from \freespace2\data\.
3) Post the file here as an attachment or post its contents using the "code" tags.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 10, 2008, 03:02:46 pm
I don't want to seem evul stupid and bad... But "WAT" should we do about this beam problem, guys?


It's an intriguing problem because the files themselves are, apparently, completely intact when examined in the VP so this pretty much blindsided us entirely - there is no immediately apparent reason why one effect would consistently get corrupted in the process of getting the textures from HD to on-screen graphics, but there it is and happening. It's also problematic because as far as I know, none of us team members have been able to replicate it so we don't know what would work on the hardware that is susceptible to the problem, so we don't even know if it's a media problem (if so, table or texture issue), code problem, driver problem or hardware problem.

The fact that it only affects one effect (probably just one texture) makes me think that there's something in the Shivan beam texture files that triggers fail in the GPU, but I don't know what it could possibly be. Basically if I had a rig that could produce the error I would probably have isolated the offending texture already and would have tried to fix it first with a re-save, then with different format and so forth, and if wishes were horses I would eat steak every day.

Quote from: SF_Junky
Oh and, sorry for the stupid asking, but: Is this gray trail thing a bug now or is it not? Not that it would be a mayor problem to me, but it just looks very... unfamiliar.

It's not a bug but it isn't the ideal situation either. It works as intended, but opinions of it may vary. Basic premise is that now the missiles use an upgraded effect (albeit monochromatic) instead of retail effects, but to be honest converting the gray missile trail to different colours would've been nearly trivial if I had noticed the need for them. Expect this to be fixxored in either patch or next version of VP's, whichever we end up doing...


Also, regarding your debug log - I spy with my little eye something more that doesn't belong there:

Code: [Select]
Found root pack 'D:\Games\FreeSpace2\shaders.vp' with a checksum of 0xe13995b9
Unless you really, REALLY want that to be there, I would recommend moving that somewhere else. The mediaVP's have a set of shaders integrated onto them, but if you want to use your own set of shaders (for example to get rid of the blackening nameplates effect), then I would move the shader VP either in with the mediaVP's and name it a_shaders.vp (alphabetical order before the mediavp shaders) which makes tehm override the shaders inside the MediaVP's... but if you don't know for sure what you're doing, just put it somewhere else where it doesn't cause confusion. Apart from the nameplate problem, the shaders provided with mediaVP's really do yield best results to date, mainly because they make environmental mapping take the normal maps into account, which... produces a plenty cool effect. ;7


Also, this definitely shouldn't be happening:

Code: [Select]
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!

If you're still getting this after removing the ItDoH VP (and Lightspeed and Shader vp though they shouldn't have effect on this), something might be hiding in ..\FreeSpace2\data\tables\ or ..\FreeSpace2\mediavps\data\tables\ directories...


Unrelated to mediaVP's, I'd really love to get an explanation to this:

Code: [Select]
Max elements vertices: 2147483647
...because there's no way in hell that can be true. :shaking: It seems to be something ATi-exclusive...


Regarding the older swirly subspace effect, the one you're looking for is Axem's oldie goldie with the warp.pof having it's UVmap twisted to create a swirly effect... it can be found from here (http://www.hard-light.net/forums/index.php/topic,39502.msg853992.html#msg853992), but as the starting message says - you edit things, you're on your own.

Replacing the subspace vortext should be a breeze though, just slap the a_subspace.vp in the same dir as the mediaVP's and it should work just fine.

The thread also has some immortal quotes from takashi a few pages forward from the link. :lol:


Hanyuu271, I quote myself:

Quote
Third party mods built to depend on now-obsolete MediaVP resources can have problems playing nice with new mediaVP's. That shouldn't be a surprise. Things that are built based on how things worked on 3.6.9 builds and 3.6.8zeta VP's may or may not have issues with 3.6.10 builds and VP's, depending how deep the dependancies are and how radically things change between versions. Our testing priority has been on compatibility with retail campaign partly because the project is, after all, FreeSpace Upgrade, and partly because we simply don't have the resources to test every campaign as well.

Most things *should* work without gamestopping errors. We try to maintain a level of consistency but this is a major overhaul of the VP structures and content, and we can't keep everything to work to exactly same specs as the previous VP's. If there's a problem with a mod/campaign that relies on 3.6.8zeta VP's, you should use 3.6.8zeta VP's with them and/or report the errors on the campaign's forums and request a patch. FSUpgrade team can't start troubleshooting each third party campaign to work with 3.6.10 mediaVP's, but as individual forum members we'll likely help other modders to patch their stuff to take the most advantage out of new VP's. That process should be done on Modding forum or campaign/mod's dedicated forum, though.

(...) We can't support all campaigns/mods that have critical dependancies on older MediaVP's; those campaigns need to update themselves if they decided to depend upon specific MediaVP's in the first place. Independently functional campaigns/mods should work fine with any mediaVP's, as they don't slave themselves to specific resources in specific MediaVP's.


My opinion is that unless it's a MediaVP error, it should be solved at FS Modding forum, or campaign/mod's dedicated forum if such exists.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: NicoMG85 on December 10, 2008, 03:10:44 pm
I got an issue myself.  I don't know if anyone else has brought this up, but whenever I get to playing, it's REALLY laggy.  The graphics card I use is a Geforce 8800 GTS and the driver is properly updated.  I didn't have this issue with 3.6.9 as it had run really smooth with no problems.  But with 3.6.10 I get lag issues.  I don't suppose anyone has any ideas? :confused:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 10, 2008, 03:14:55 pm
I got an issue myself.  I don't know if anyone else has brought this up, but whenever I get to playing, it's REALLY laggy.  The graphics card I use is a Geforce 8800 GTS and the driver is properly updated.  I didn't have this issue with 3.6.9 as it had run really smooth with no problems.  But with 3.6.10 I get lag issues.  I don't suppose anyone has any ideas? :confused:


So, you mean things get laggy when you play with 3.6.10 build and normal when you play with 3.6.9 build, or that things get laggy when you use 3.6.10 MediaVP's and normal when you use 3.6.8zeta MediaVP's?

In a nutshell... is it a build related or mediaVP related problem? What happens if you try to use 3.6.8zeta MediaVP's and a 3.6.10 build, as opposed to 3.6.9 build? Did you have similar problems with 3.6.10Beta VP's if you ever used them?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 10, 2008, 03:17:17 pm
Also, which GTS do you have?  G8x or G92, or in other words the 512 or the 320/640/etc?  I have a 8800 GTS 512 and everything runs amazingly well, but I have a beefy enough rig alongside of it too.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Titan on December 10, 2008, 03:38:29 pm
i saw this yesterday morning, just as the bus came. i squealed as i went out the door, then told everyone that would listen that the 3.6.10 mediavps were out.

And now that i've got it, i have to say, it's better than i thought intercourse would b-.... erm, yeah. they're good. THAT goodihavenolife
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 10, 2008, 03:45:08 pm
Let me just also say that, I think a few people's expectations of what their machine can do and how little effort they should have to put into using these mediavps is a bit appalling.  I wouldn't blame these guys for refusing to help anyone who doesn't take it upon themselves to at least try turning off a few features, posting a decent amount of hardware information, and making sure they're on a clean install.  There are guides everywhere to how you should set up your installation directory.  If you're having serious problems, just start over.  Move just what you need to a new folder.  Don't bring over pilot files or data dirs or whatever.  Start with retail vp files and cutscenes, the executables, launcher, and then install the new MediaVPs in their own folder.  If you want to use a mod with them, install it into its own folder and make sure that mod's mod.ini file include the VPs with the right name (probably should still be mediavps).

These media vps and the new FSO builds represent one of the biggest graphical jumps the engine has seen.  GLSL is the biggest addition since the switch to OpenGL.  As such, you shouldn't expect to be able to run it on aging hardware.  I'm really annoyed that no one seems to run it with -no_glsl (it's even a checkbox in the launcher) even when requested to, regardless of whether it should help or not.  Try turning it off and seeing if things don't improve.  Know that without GLSL normal maps won't work, but only fairly recent machines are going to be able to run them at all anyway.  So you're not losing much.

Also, get rid of any other shader vp files you might have around when using the MediaVPs.  They include shaders now and any other shader files might be causing problems.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Colonol Dekker on December 10, 2008, 03:46:35 pm
It's running fine for me :D i fgotta say... impressed muchly :nod:


I'm afraid i went the old fashioned download route so i couldn't share andy trackers...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: fener on December 10, 2008, 03:49:12 pm
Congrats to all involved in the release!

Mirror for the torrent: https://thepiratebay.org/torrent/4568035/FreeSpace2_Open_Upgrade_Project__3.6.10_MediaVP_Set
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Colonol Dekker on December 10, 2008, 03:50:56 pm
Awwww, too late for me :(

Pre-cognitive answer to

cancel and restart.

and this is what you meant by downloads.

Eh? no i downloaded it already....

ps- 0 seeds ayt the moment :(
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Titan on December 10, 2008, 03:53:49 pm
cancel and restart.

and this is what you meant by downloads.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Something on December 10, 2008, 04:02:31 pm
Thank you Herra Tohtori, I've downloaded and installed the wavy warp effect and all is right with this world.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: CP5670 on December 10, 2008, 05:03:11 pm
Excellent, I have been looking forward to this release for a long time now. I'll try them out tonight.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Spidey- on December 10, 2008, 06:23:47 pm
Error: Training-2.fs2(line 265:
Error: Required token = [#Wings] or [$Name:], found [+Use Table Score:] .

File: PARSELO.CPP
Line: 675


Call stack:
------------------------------------------------------------------
    required_string_either()    parse_objects()    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()    kernel32.dll 7c816fd7()
------------------------------------------------------------------

occurs when I try to load Training-2, I don't really know what this error is, so I havn't tried anything

also I also noticed the HTL Zephyrus wasn't included, it's a great model/map job
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on December 10, 2008, 06:28:42 pm
Any more feedback on wether the missiletrail thing and ship names in the campaign were intended or if it's an oversight?

Edit: Also: Cain/Lilith model mixup?
Funny, because my Lilith now looks like the Cain, and the Cain...well...
Still looks like a Cain. :lol:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Aurora Paradox on December 10, 2008, 06:44:17 pm
First off these new mediavps are awesome.  :jaw: 

Although I'm also experiencing the problem with the Shivan beams.  I am using the advanced effects.  I thought this didn't happen when they were in use but I guess I was wrong.

Specs are:

Pentium 4 2.6GHZ with Hyper Threading
Ge Force 5200 FX(latest drivers)(not overclocked)
512 MB of RAM


Aurora Paradox
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on December 10, 2008, 07:06:29 pm
/me skips nine pages of posts.

God, you guys are quick. :D

I'm trying to download everything at once now. How big is MV_Complete.7z?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Droid803 on December 10, 2008, 07:11:09 pm
MV_Complete.7z is 347mb archived, about 1 GB extracted.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Stormkeeper on December 10, 2008, 07:12:02 pm
1GB, give or take. At least, that's what FF told me.

=edit=

Damnit Droid. Beat me to the punch.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Goober5000 on December 10, 2008, 07:24:46 pm
Error: Training-2.fs2(line 265:
Error: Required token = [#Wings] or [$Name:], found [+Use Table Score:] .

File: PARSELO.CPP
Line: 675


Call stack:
------------------------------------------------------------------
    required_string_either()    parse_objects()    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()    kernel32.dll 7c816fd7()
------------------------------------------------------------------

occurs when I try to load Training-2, I don't really know what this error is, so I havn't tried anything

also I also noticed the HTL Zephyrus wasn't included, it's a great model/map job
It means that that mission requires 3.6.10.

But since 3.6.10 isn't officially out yet, what is that mission doing in the mediaVPs?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jadehawk on December 10, 2008, 07:29:34 pm
OK, I finally got the 3.6.10's installed in a clean FreeSpace2. I launched the game launching the debug version to find out the problems and was able to get all the way to loading up a mission. Once it loaded and I clicked on the start to start the mission, I see what you initially see when a mission starts, but then everything freezes accept the music.

Oh and the mission I was using is the very last one before the Capella Star went Supernova. 
I hope ya'll can give me some ideas on what went wrong?

Thanks for all the hard work fellas, you guys rock! :)


Here is what my fs2 Open log says:

Code: [Select]
==========================================================================
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.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -img2dds
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod mediavps
Building file index...
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'F:\FS2\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'F:\FS2\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'F:\FS2\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'F:\FS2\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'F:\FS2\FreeSpace2\mediavps\' ... 3 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'F:\FS2\FreeSpace2\' ... 152 files
Searching root pack 'F:\FS2\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'F:\FS2\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'F:\FS2\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' ... 52 files
Found 19 roots and 13240 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1800 Series
  OpenGL Version    : 2.1.7976 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 349
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.258 (0.258)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'lion1.pcx'
WARNING => Ship class GTF Ezechiel not located in Ship_info[] in player file
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.264 (0.264)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x3c5e73c9, IBX checksum: 0xc04d2c9d -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'SM3-10.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
Loading model 'subspacenode.pof'
IBX: Found a good IBX/TSB to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0xe392fe28, IBX checksum: 0xff401c25 -- "subspacenode.pof"
Model subspacenode.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Starting mission message count : 205
Ending mission message count : 242
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0x22cae988, IBX checksum: 0xd147fc92 -- "fighter2t-02.pof"
Loading model 'cruiser2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2t-01.pof'.
IBX-DEBUG => POF checksum: 0x0d85086a, IBX checksum: 0xf17825c5 -- "cruiser2t-01.pof"
Allocating space for at least 17 new ship subsystems ...  a total of 200 is now available (17 in-use).
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'SuperCap2S-01.pof'
IBX: Found a good IBX/TSB to read for 'SuperCap2S-01.pof'.
IBX-DEBUG => POF checksum: 0x33218381, IBX checksum: 0xcf108ed4 -- "SuperCap2S-01.pof"
BMPMAN: Found EFF (supertile1-glow.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (supertile2-glow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (supertile3-glow.eff) with 40 frames at 30 fps.
BMPMAN: Found EFF (supertile4-glow.eff) with 40 frames at 30 fps.
Warning: Ignoring unrecognized subsystem fighterbay, believed to be in ship SuperCap2S-01.pof
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xade7973a, IBX checksum: 0x043c1c52 -- "fighter2t-03.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x13907ace, IBX checksum: 0x2d2ea707 -- "corvette2t-01.pof"
Loading model 'cruiser01x.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01x.pof'.
IBX-DEBUG => POF checksum: 0x8e7a6f04, IBX checksum: 0x7d5ab466 -- "cruiser01x.pof"
Loading model 'transport2t-01.pof'
IBX: Found a good IBX/TSB to read for 'transport2t-01.pof'.
IBX-DEBUG => POF checksum: 0x9f39d2a6, IBX checksum: 0x694d1e79 -- "transport2t-01.pof"
Loading model 'frigate2t-01.pof'
IBX: Found a good IBX/TSB to read for 'frigate2t-01.pof'.
IBX-DEBUG => POF checksum: 0x26425b71, IBX checksum: 0xcc61c428 -- "frigate2t-01.pof"
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x557cede4, IBX checksum: 0xf78a4f57 -- "freighter2t-01.pof"
Loading model 'cargo2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cargo2t-01.pof'.
IBX-DEBUG => POF checksum: 0x5f3f96b4, IBX checksum: 0xb6c2fe6e -- "cargo2t-01.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX/TSB to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0x80968918, IBX checksum: 0x9fdc6bdc -- "freighter02.pof"
Loading model 'cargo02.pof'
IBX: Found a good IBX/TSB to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x22a01ec5 -- "cargo02.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX/TSB to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xade7362a, IBX checksum: 0xc072f926 -- "freighter04.pof"
Loading model 'cruiser2V-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2V-01.pof'.
IBX-DEBUG => POF checksum: 0x79d317a1, IBX checksum: 0x08446254 -- "cruiser2V-01.pof"
Loading model 'science01.pof'
IBX: Found a good IBX/TSB to read for 'science01.pof'.
IBX-DEBUG => POF checksum: 0xf6071aaa, IBX checksum: 0x79b7f334 -- "science01.pof"
Unknown special object type $reactor while reading model science01.pof
Loading model 'transport02.pof'
IBX: Found a good IBX/TSB to read for 'transport02.pof'.
IBX-DEBUG => POF checksum: 0x39b9a865, IBX checksum: 0xb19e95a1 -- "transport02.pof"
Loading model 'freighter05.pof'
IBX: Found a good IBX/TSB to read for 'freighter05.pof'.
IBX-DEBUG => POF checksum: 0x2585d000, IBX checksum: 0xf2344eca -- "freighter05.pof"
Loading model 'cargo04.pof'
IBX: Found a good IBX/TSB to read for 'cargo04.pof'.
IBX-DEBUG => POF checksum: 0x0fc0049a, IBX checksum: 0x849ec006 -- "cargo04.pof"
Loading model 'cruiser2s-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2s-01.pof'.
IBX-DEBUG => POF checksum: 0x96a2dce5, IBX checksum: 0x68cccb53 -- "cruiser2s-01.pof"
BMPMAN: Found EFF (cruistiles4-glow.eff) with 37 frames at 25 fps.
BMPMAN: Found EFF (cruistiles5-glow.eff) with 37 frames at 15 fps.
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship cruiser2s-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xc3888eaf -- "fighter2v-01.pof"
Loading model 'miner2v-01.pof'
IBX: Found a good IBX/TSB to read for 'miner2v-01.pof'.
IBX-DEBUG => POF checksum: 0xeb027d61, IBX checksum: 0x9513a8f8 -- "miner2v-01.pof"
BMPMAN: Found EFF (miner02vtile04-glow.eff) with 58 frames at 10 fps.
Warning: Ignoring unrecognized subsystem miner02va-claw1, believed to be in ship miner2v-01.pof
Unknown special object type $elect01 while reading model miner2v-01.pof
Unknown special object type $elect02 while reading model miner2v-01.pof
Unknown special object type $elect03 while reading model miner2v-01.pof
Unknown special object type $elect04 while reading model miner2v-01.pof
Unknown special object type $elect05 while reading model miner2v-01.pof
Unknown special object type $elect06 while reading model miner2v-01.pof
Unknown special object type $elect07 while reading model miner2v-01.pof
Unknown special object type $elect08 while reading model miner2v-01.pof
Loading model 'cruiser03.pof'
IBX: Found a good IBX/TSB to read for 'cruiser03.pof'.
IBX-DEBUG => POF checksum: 0xd227e3e6, IBX checksum: 0xa9c02286 -- "cruiser03.pof"
BMPMAN: Found EFF (cruiser03-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (cruiser03-01-glow.eff) with 37 frames at 15 fps.
Loading model 'fighter03.pof'
IBX: Found a good IBX/TSB to read for 'fighter03.pof'.
IBX-DEBUG => POF checksum: 0x5d2c0133, IBX checksum: 0x1afed95b -- "fighter03.pof"
BMPMAN: Found EFF (fighter03-01-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber2s-02.pof'
IBX: Found a good IBX/TSB to read for 'bomber2s-02.pof'.
IBX-DEBUG => POF checksum: 0xa863356f, IBX checksum: 0xa2a9ba52 -- "bomber2s-02.pof"
BMPMAN: Found EFF (bomber2s-02-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber08.pof'
IBX: Found a good IBX/TSB to read for 'bomber08.pof'.
IBX-DEBUG => POF checksum: 0x7b356a24, IBX checksum: 0x80bfc26a -- "bomber08.pof"
BMPMAN: Found EFF (bomber08-01-glow.eff) with 36 frames at 25 fps.
Loading model 'bomber2s-01.pof'
IBX: Found a good IBX/TSB to read for 'bomber2s-01.pof'.
IBX-DEBUG => POF checksum: 0x3987c5bd, IBX checksum: 0x4d3ff31a -- "bomber2s-01.pof"
BMPMAN: Found EFF (bomber2s-01-glow.eff) with 37 frames at 30 fps.
Loading model 'bomber10.pof'
IBX: Found a good IBX/TSB to read for 'bomber10.pof'.
IBX-DEBUG => POF checksum: 0x633f6999, IBX checksum: 0x7392bb67 -- "bomber10.pof"
BMPMAN: Found EFF (bomber10-01-glow.eff) with 37 frames at 25 fps.
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x2a94b7b8, IBX checksum: 0x38c2bcca -- "fighter01.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 400 is now available (203 in-use).
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'Starfield.pof'
IBX: Found a good IBX/TSB to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
Loading model 'bonus2t-02.pof'
IBX: Found a good IBX/TSB to read for 'bonus2t-02.pof'.
IBX-DEBUG => POF checksum: 0x1a90f6ee, IBX checksum: 0x3f61d8d9 -- "bonus2t-02.pof"
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 344 new ship subsystems ...  a total of 600 is now available (235 in-use).
About to page in ships!
ANI shieldft-02 with size 112x93 (27.3% wasted)
ANI shieldft-02x with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
ANI shieldfv-01 with size 112x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
ANI shield-f03 with size 112x93 (27.3% wasted)
ANI shield-b08 with size 112x93 (27.3% wasted)
ANI shieldbs-01 with size 112x93 (27.3% wasted)
ANI shieldbs-02 with size 112x93 (27.3% wasted)
ANI shield-b10 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Alouqua_AniBitmap.eff) with 6 frames at 20 fps.
BMPMAN: Found EFF (particle_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (SbeamAglow.eff) with 24 frames at 40 fps.
BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 55 fps.
BMPMAN: Found EFF (TbeamAglow.eff) with 30 frames at 30 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'tagb.pof'
IBX: Found a good IBX/TSB to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x332af7cb, IBX checksum: 0x14d7a019 -- "tagb.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX/TSB to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xaef706c7, IBX checksum: 0x9b2555c2 -- "infyrno.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX/TSB to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0xa2927569, IBX checksum: 0xcd80e6f0 -- "S_Rockeye.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX/TSB to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0xfbbc719d, IBX checksum: 0xdad1917b -- "S_Harpoon.pof"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x843f2910, IBX checksum: 0x3d8ebd88 -- "S_Trebuchet.pof"
Loading model 'ShivanCluster.pof'
IBX: Found a good IBX/TSB to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x8307955d, IBX checksum: 0x1c84c70c -- "ShivanCluster.pof"
Loading model 'S_Bomb.pof'
IBX: Found a good IBX/TSB to read for 'S_Bomb.pof'.
IBX-DEBUG => POF checksum: 0x5d0706f9, IBX checksum: 0x7e75b232 -- "S_Bomb.pof"
Loading model 'S_MegaBomb.pof'
IBX: Found a good IBX/TSB to read for 'S_MegaBomb.pof'.
IBX-DEBUG => POF checksum: 0x8fb892cd, IBX checksum: 0x34edc2cc -- "S_MegaBomb.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "harbinger.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.pof"
Loading model 'S_Hornet.pof'
IBX: Found a good IBX/TSB to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xc71eb98d, IBX checksum: 0x209bce27 -- "S_Hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shieldft-02.ani with size 112x93 (27.3% wasted)
ANI shieldft-02x.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
ANI shield-f03.ani with size 112x93 (27.3% wasted)
ANI shield-b08.ani with size 112x93 (27.3% wasted)
ANI shieldbs-01.ani with size 112x93 (27.3% wasted)
ANI shieldbs-02.ani with size 112x93 (27.3% wasted)
ANI shield-b10.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2536/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 561,  Estimated count = 425
================================================
Received post for event GS_EVENT_RED_ALERT during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_RED_ALERT (57) in state GS_STATE_START_GAME (52)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconCirce with size 56x24 (25.0% wasted)
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX/TSB to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0x3ba92db3 -- "crossbow_tech.pof"
Loading model 'trebuchet_tech.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet_tech.pof'.
IBX-DEBUG => POF checksum: 0xdf1a4879, IBX checksum: 0xdffb98e3 -- "trebuchet_tech.pof"
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_PromR.ani with size 332x304 (40.6% wasted)
ANI 2_Kayser.ani with size 332x304 (40.6% wasted)
ANI 2_Circe.ani with size 332x304 (40.6% wasted)
Frame  0 too long!!: frametime = 45.309 (45.309)
Frame  0 too long!!: frametime = 0.259 (0.259)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_RED_ALERT (44)
Entering game at time =  76.419
Frame  1 too long!!: frametime = 0.852 (0.852)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 10, 2008, 07:39:45 pm
First off this new mediavps are awesome.  Although I'm also experiencing the problem with the Shivan beams.  I am using the advanced effects.  I thought this didn't happen when they were in use but I guess I was wrong.

Specs are:

Pentium 4 2.6GHZ with Hyper Threading
Ge Force 5200 FX(latest drivers)(not overclocked)
512 MB of RAM


Aurora Paradox


That's interesting, because it might mean that there's something table-related in the Shivan beams that makes them fail instead of it being simply a texture issue... Could you post screenshot and a debug log about the issue?

Also, using the advanced VP might be a bit ambitious for that kind of hardware.


Quote from: Spidey
Error: Training-2.fs2(line 265:
Error: Required token = [#Wings] or [$Name:], found [+Use Table Score:] .

File: PARSELO.CPP
Line: 675


Call stack:
------------------------------------------------------------------
    required_string_either()    parse_objects()    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()    kernel32.dll 7c816fd7()
------------------------------------------------------------------

occurs when I try to load Training-2, I don't really know what this error is, so I havn't tried anything

Are you using a recommended build? That line shouldn't trigger any error if you are. It looks like an error that could happen when an older build doesn't fails at parsing the mission due to unexpected entry. I played that mission through without errors, too. Goober's comment seems to point in that direction as well, and I would be inclined to believe he knows what he's talking about... The latest 3.6.10 build would be Nightly r4989 (http://www.hard-light.net/forums/index.php/topic,58258.0.html).


Quote
also I also noticed the HTL Zephyrus wasn't included, it's a great model/map job

No, it's not really a great model. It looks good but it uses so many maps that it's a huge performance hog and it probably had more issues than have been reported in this thread yet, so despite valiant attempts at getting it into these VP's we were forced to drop it. It just didn't match the quality criteria, and fixing it properly was more than our resident modeling maestros had resources to do. Ask Vasudan Admiral more details about this if you want to know exactly why the model wasn't included in the final VP's, but rest assured it was a conscious choice, no matter how good the HTL Zephyrus looks (which I agree, it is a cool looking model but unfortunately that's not everything a model needs to be a good model...).
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Aurora Paradox on December 10, 2008, 07:52:30 pm
First off this new mediavps are awesome.  Although I'm also experiencing the problem with the Shivan beams.  I am using the advanced effects.  I thought this didn't happen when they were in use but I guess I was wrong.

Specs are:

Pentium 4 2.6GHZ with Hyper Threading
Ge Force 5200 FX(latest drivers)(not overclocked)
512 MB of RAM


Aurora Paradox


You may be correct.  I can provide a screen shot and a debug log when I have time to go through the mission again.  The beams do appear but they look extremely screwed up.  They appear multi-colored and over sized.  My hardware does quite well.  It does lag here and there but these new mediavps gave me a major performance boost.  More than I could have expected.  EDIT: It should be noted that this happened to me while playing the Derelict campaign and not the main FS2 campaign.  I'm currently on the last mission which is proving to be a challenge.

Aurora Paradox
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Galemp on December 10, 2008, 07:54:46 pm
also I also noticed the HTL Zephyrus wasn't included, it's a great model/map job

My Zef was more of an experiment in low-poly modeling with alpha channel maps than anything else. Like VA says, the POF is buggy as hell and causes more problems than it's worth to fix.

A few thousand more polies and some serious debugging of the transparency issues might bring it back up to speed but right now it's unusable.

Of course Herra beat me to it, but I thought you'd appreciate hearing it from the artist.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: achtung on December 10, 2008, 08:26:46 pm
Is download speed from FSMods good for everyone?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on December 10, 2008, 08:30:40 pm
Is download speed from FSMods good for everyone?

Pretty decent. It's better than some other sites of greater prestige.

At the rate I'm going, MV_Complete.7z can be done in about an hour.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jake2447 on December 10, 2008, 08:40:35 pm
sweet release...ill download as soon as i get my computer working again
the betas were great so i hope this will be even better
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on December 10, 2008, 08:43:57 pm
The betas would've been better if the glowmaps weren't screwy on my MacBook, which has an Intel graphics chipset.

However, since this is probably quite close to a final release, I'm sanguine that it'll work as well as the current 3.6.8 mediavps that are sitting in my computer.

High Max, can you confirm if the MV_Advanced and MV_Music are in MV_Complete?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on December 10, 2008, 09:01:48 pm
MV_Advanced is.  I am sure of that.  MV_Music was an old version, so you will have to get the VP separately.  Though IIRC it is the same version as in the Betas, so if you have that you can just use it.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on December 10, 2008, 09:07:08 pm
Ooh, great, because I've already downloaded one-third of it in the past twenty minutes. I don't want to see my life go to waste.

I sure hope FSMods has enough bandwidth. Geocities got me spooked about overuse of bandwidth many years ago, which is why I worry so much about it now. :blah:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Ransom on December 10, 2008, 09:40:13 pm
Leave it to you to always be the one to quote me and often it be negative about me or my thoughts. Almost like you pick on me :D Not sure what your abbreviated *****y is supposed to stand for though. But it has to be an adjective since the words before it indicate that your intended word can't be you calling me something that is a noun. And your word can't be "crazy" since it is sensored and has six letters and can't be "insane" since it ends with a "y".
It was '*****y'. You've got the word filter on.

Quote
It sounds serious.
It's not. Not only do you seem to be ignoring the many people who are having no troubles whatsoever, apparently you've forgotten the issues people used to have with previous MVP releases. There are always bugs. It's part of the process. But in this case a majority of the problems people are having seem to be caused by not following instructions - the only significant recurring issue seems to be the Shivan beams. Batutta's right when he says this is the most bug-free MVP release in a long time.

It's understandable that you'd be annoyed that it's not working properly for you right off the bat, but the staff who worked on this are more than happy to fix everyone's problems in this thread. Your attitude is really not helping anyone.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on December 10, 2008, 09:42:31 pm
I get annoyed by so many things that I don't even are about getting annoyed anymore. :D

Oh, hey, Ransom, I read somewhere that you did the voice of Mackie in Derelict. Excellent work if that's true.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on December 10, 2008, 10:12:30 pm
The betas would've been better if the glowmaps weren't screwy on my MacBook, which has an Intel graphics chipset.

However, since this is probably quite close to a final release, I'm sanguine that it'll work as well as the current 3.6.8 mediavps that are sitting in my computer.

High Max, can you confirm if the MV_Advanced and MV_Music are in MV_Complete?

EVERY thing is in MV_Complete, though I don't know why you are not directing that question to an FSU team member.

And if the animated glow maps are an issue, use the MV_AbolishAnimGlows.vp file to switch them off, that is what it is there for.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: NicoMG85 on December 10, 2008, 10:18:44 pm
OK this is odd now.  Before I had tried running a recent nightly build with the 3.6.10 vp's and it would get very laggy for me.  However with those same vp's I had tried using the 3.6.9 build and it ran smooth as butter.  Other than a couple of models that didn't look as sharp as the rest,  I had better results with using the 3.6.9 build while at the same time was also using the 3.6.10 mediavps.  So now I am certain that whatever issues I had before was definitely a build issue and NOT the mediavps.  So can anyone explain that one for me?

specs: 2 GB ram, Pentium D CPU 2.80 GHz, Geforce 8800 GTS (640 MB)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on December 10, 2008, 10:21:25 pm
At the moment, I have a very small issue with the light effects off all ships. I had the very same problem with an earlier beta that, for some reason, causes the light to bounce off ships in patches. A couple of images are attached.

[attachment stolen by Slimey Goober]
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on December 10, 2008, 10:28:32 pm
If you're running OSX, then that's a known SCP problem with all builds that support shaders.  To date, no one has found the source of it.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on December 10, 2008, 10:56:33 pm
Updated release post: Build 4989 (http://www.hard-light.net/forums/index.php/topic,58258.0.html) seems to fix the issue with the 2D/3D shockwaves, and I urge everyone to give them a shot an see how they do.

Also, the 3.6.10 VP's have had their Table CRCs submitted and they should live for multiplayer, resolving any "hacked tables" issues.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: TacOne on December 10, 2008, 11:38:26 pm
I can confirm that build 4989 fixes the 2D shockwaves
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: eliex on December 10, 2008, 11:50:49 pm
Nice fix on the asteroids.  :D
Finally I can Derelict protest mission with the 3.6.10 set.

EDIT - Is this a bug because I've noticed that the Terran ship afterburn is similar to the Vasudan ones.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: terran_emperor on December 11, 2008, 01:08:16 am
This is total Sweetness
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: achtung on December 11, 2008, 02:12:17 am
Ooh, great, because I've already downloaded one-third of it in the past twenty minutes. I don't want to see my life go to waste.

I sure hope FSMods has enough bandwidth. Geocities got me spooked about overuse of bandwidth many years ago, which is why I worry so much about it now. :blah:

Don't worry, I have plenty of monthly bandwidth.  I'm just worried my hosting provider may decide "You're filling up our pipes!  We're going to cap your total upload rate!", something they seem to enjoy doing whenever I host important things.  =/  That hasn't happened in a while, so I should be good.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ssmit132 on December 11, 2008, 04:31:17 am
Just downloaded and tried this.

:jaw:

You guys have done such a splendid job on this! And I can't really think of much else to say... except thank you for making this for the community  ;).

Unfortunately, I get hit by the Shivan beam bug too, but it's not too serious in my opinion, and I've seen how I can 'fix' it, so all is good.

Again, great job!
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Romanmolf on December 11, 2008, 05:59:20 am
http://scp.indiegames.us/
not updated.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: SF-Junky on December 11, 2008, 08:24:06 am
Okay, here is the new fs2_open.log after I removed all the stuff from the FS2 main folder that wasn't supposed to be there. And there are no files in fs2/data/tables or fs2/mediavps/data/tables. For sure!!

Code: [Select]
==========================================================================
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.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -img2dds
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -mod mediavps
Building file index...
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'D:\Games\FreeSpace2\mediavps\shaders.vp' with a checksum of 0xe13995b9
Found root pack 'D:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Games\FreeSpace2\mediavps\' ... 1 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 15 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\shaders.vp' ... 69 files
Searching root 'D:\Games\FreeSpace2\' ... 46 files
Searching root pack 'D:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 17 roots and 12774 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1600/X1650 Series
  OpenGL Version    : 2.1.7659 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 505
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.370 (0.370)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.324 (0.324)
Frame  0 too long!!: frametime = 0.377 (0.377)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Thu Dec 11 15:22:50 2008


I "fixed" it by extracting the animated beams I had over the new mediavp ones. So they work fine for me now.
What files exactly are those. I'd like to try this as well.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ShadowGorrath on December 11, 2008, 08:40:57 am
I "fixed" it by extracting the animated beams I had over the new mediavp ones. So they work fine for me now.
What files exactly are those. I'd like to try this as well.

I think these are the adv beams themselves from the old 3.6.10 beta mediavps. They should be named the same, I think.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: SF-Junky on December 11, 2008, 09:00:07 am
Ah, yes, seems to work now. Thanks. :)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Wanderer on December 11, 2008, 09:06:56 am
If some one who still has the beam issue could test the following it might help with the solving the issue. Copy the following to a new file in  <mediavp directory>/data/tables. And preferably remove after the test (regardless if it works or not).

mv_aa_test-wep.tbm
Code: [Select]
#Primary Weapons

$Name: SRed
+nocreate
$BeamInfo:
   $Section:
      +Index:        1
      +nocreate
      +Texture:      SbeamAA
   $Section:
      +Index:        3
      +nocreate
      +Texture:      SbeamAA
   $Section:
      +Index:        4
      +nocreate
      +Texture:      SbeamAA

#End

EDIT: i posted it here without testing.. gonna try it out and then make it work if it doesn't work properly. Yeah.. it works.. it aint pretty though
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 11, 2008, 10:10:12 am
SF-Junky, if you read my earlier post I specifically said to get rid of any other shader files.  You have shaders.vp still in your mediavps folder, you don't need it anymore as the MediaVPs include shaders in the core or assets files I think.  I'm not saying it will fix your problem but you need to do that to make sure.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: terran_emperor on December 11, 2008, 10:29:40 am
so how long before the FS1 3.6.10 Media VPs are ready? or should i ask that  in the FSPort Upgrade subforum
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: psyhotik on December 11, 2008, 11:21:07 am
If some one who still has the beam issue could test the following it might help with the solving the issue. Copy the following to a new file in  <mediavp directory>/data/tables. And preferably remove after the test (regardless if it works or not).

Works for me too. SRed is fixed.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Something on December 11, 2008, 11:34:32 am
so how long before the FS1 3.6.10 Media VPs are ready? or should i ask that  in the FSPort Upgrade subforum

I've played FSPort the moment I added the latest MediaVPs and they work fine.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: StrayFender on December 11, 2008, 11:35:44 am
If some one who still has the beam issue could test the following it might help with the solving the issue. Copy the following to a new file in  <mediavp directory>/data/tables. And preferably remove after the test (regardless if it works or not).

Works for me too. SRed is fixed.


Alright, the Sred looks normally, but the Bred , the BF***ing red , and the shivan AAA beams are still screwed

==EDIT==

ok, now works perfectly
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mr_Maniac on December 11, 2008, 12:04:04 pm
I've downloaded the new MediaVPs via Torrent.
When starting FS2Open with them, I get the following error:

Code: [Select]
Error: mv_strings-lcl.tbm is corrupt
File: localize.cpp
Line: 608


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081210_r4989.exe 009885b1()
    fs2_open_3_6_10d-20081210_r4989.exe 0098d2bb()
    fs2_open_3_6_10d-20081210_r4989.exe 00730e79()
    fs2_open_3_6_10d-20081210_r4989.exe 0073dd99()
    fs2_open_3_6_10d-20081210_r4989.exe 0073e10e()
    fs2_open_3_6_10d-20081210_r4989.exe 00c914a6()
    fs2_open_3_6_10d-20081210_r4989.exe 00c9132f()
    kernel32.dll 7d4e7d2a()
------------------------------------------------------------------

I've already removed all other tables. Still doesn't work...

fs2_open.log:
Code: [Select]
==========================================================================
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.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 11
  -fov 0.39
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 70
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -no_emissive_light
  -normal
  -height
  -3dshockwave
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps
  -fps
Building file index...
Found root pack 'J:\Freespace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'J:\Freespace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'J:\Freespace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'J:\Freespace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'J:\Freespace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'J:\Freespace2\root_fs2.vp' with a checksum of 0x3f08ae08
Found root pack 'J:\Freespace2\smarty_fs2.vp' with a checksum of 0x0098ee1f
Found root pack 'J:\Freespace2\sparky_fs2.vp' with a checksum of 0x749032a2
Found root pack 'J:\Freespace2\sparky_hi_fs2.vp' with a checksum of 0x566add58
Found root pack 'J:\Freespace2\stu_fs2.vp' with a checksum of 0xf2983309
Found root pack 'J:\Freespace2\tango1_fs2.vp' with a checksum of 0xd4e3ad49
Found root pack 'J:\Freespace2\tango2_fs2.vp' with a checksum of 0x799e46a1
Found root pack 'J:\Freespace2\tango3_fs2.vp' with a checksum of 0x825f5ee0
Found root pack 'J:\Freespace2\warble_fs2.vp' with a checksum of 0xa7037300
Searching root 'J:\Freespace2\mediavps\' ... 0 files
Searching root pack 'J:\Freespace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'J:\Freespace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'J:\Freespace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'J:\Freespace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'J:\Freespace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'J:\Freespace2\' ... 387 files
Searching root pack 'J:\Freespace2\root_fs2.vp' ... 157 files
Searching root pack 'J:\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'J:\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'J:\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'J:\Freespace2\stu_fs2.vp' ... 1777 files
Searching root pack 'J:\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'J:\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'J:\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'J:\Freespace2\warble_fs2.vp' ... 52 files
Found 16 roots and 12467 files.
AutoLang: Language auto-detection successful...
Setting language to German
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
ERROR: mv_strings-lcl.tbm is corrupt
File: localize.cpp
Line: 608
    fs2_open_3_6_10d-20081210_r4989.exe 009885b1()
    fs2_open_3_6_10d-20081210_r4989.exe 0098d2bb()
    fs2_open_3_6_10d-20081210_r4989.exe 00730e79()
    fs2_open_3_6_10d-20081210_r4989.exe 0073dd99()
    fs2_open_3_6_10d-20081210_r4989.exe 0073e10e()
    fs2_open_3_6_10d-20081210_r4989.exe 00c914a6()
    fs2_open_3_6_10d-20081210_r4989.exe 00c9132f()
    kernel32.dll 7d4e7d2a()

(German FS2, 64Bit System)

EDIT: Tried in Linux and Windows.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: SF-Junky on December 11, 2008, 12:36:59 pm
Okay, for final now... hopefully. ;)

Code: [Select]
==========================================================================
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.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -3dshockwave
  -img2dds
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod mediavps
Building file index...
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'D:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Games\FreeSpace2\mediavps\' ... 62 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'D:\Games\FreeSpace2\' ... 48 files
Searching root pack 'D:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 16 roots and 12768 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1600/X1650 Series
  OpenGL Version    : 2.1.7659 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 857
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.413 (0.413)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.623 (0.623)
Frame  0 too long!!: frametime = 0.417 (0.417)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Thu Dec 11 19:33:55 2008
Doesn't seem to have changed, but since it's working now, never mind!


And I've just discovered another li'll bug: Fred doesn't show the Orion textures. It just shows the "damage" texture. Everything else works fine.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jadehawk on December 11, 2008, 01:20:16 pm
Anyone got any ideas? my post seems to have been lost in the shuffle so reposting it again. Thanks.



OK, I finally got the 3.6.10's installed in a clean FreeSpace2. I launched the game launching the debug version to find out the problems and was able to get all the way to loading up a mission. Once it loaded and I clicked on the start to start the mission, I see what you initially see when a mission starts, but then everything freezes accept the music.

Oh and the mission I was using is the very last one before the Capella Star went Supernova. 
I hope ya'll can give me some ideas on what went wrong?

Thanks for all the hard work fellas, you guys rock! :)


Here is what my fs2 Open log says:

Code: [Select]
==========================================================================
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.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -img2dds
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod mediavps
Building file index...
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'F:\FS2\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'F:\FS2\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'F:\FS2\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'F:\FS2\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'F:\FS2\FreeSpace2\mediavps\' ... 3 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'F:\FS2\FreeSpace2\' ... 152 files
Searching root pack 'F:\FS2\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'F:\FS2\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'F:\FS2\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' ... 52 files
Found 19 roots and 13240 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1800 Series
  OpenGL Version    : 2.1.7976 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 349
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.258 (0.258)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'lion1.pcx'
WARNING => Ship class GTF Ezechiel not located in Ship_info[] in player file
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.264 (0.264)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x3c5e73c9, IBX checksum: 0xc04d2c9d -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'SM3-10.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
Loading model 'subspacenode.pof'
IBX: Found a good IBX/TSB to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0xe392fe28, IBX checksum: 0xff401c25 -- "subspacenode.pof"
Model subspacenode.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Starting mission message count : 205
Ending mission message count : 242
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0x22cae988, IBX checksum: 0xd147fc92 -- "fighter2t-02.pof"
Loading model 'cruiser2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2t-01.pof'.
IBX-DEBUG => POF checksum: 0x0d85086a, IBX checksum: 0xf17825c5 -- "cruiser2t-01.pof"
Allocating space for at least 17 new ship subsystems ...  a total of 200 is now available (17 in-use).
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'SuperCap2S-01.pof'
IBX: Found a good IBX/TSB to read for 'SuperCap2S-01.pof'.
IBX-DEBUG => POF checksum: 0x33218381, IBX checksum: 0xcf108ed4 -- "SuperCap2S-01.pof"
BMPMAN: Found EFF (supertile1-glow.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (supertile2-glow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (supertile3-glow.eff) with 40 frames at 30 fps.
BMPMAN: Found EFF (supertile4-glow.eff) with 40 frames at 30 fps.
Warning: Ignoring unrecognized subsystem fighterbay, believed to be in ship SuperCap2S-01.pof
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xade7973a, IBX checksum: 0x043c1c52 -- "fighter2t-03.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x13907ace, IBX checksum: 0x2d2ea707 -- "corvette2t-01.pof"
Loading model 'cruiser01x.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01x.pof'.
IBX-DEBUG => POF checksum: 0x8e7a6f04, IBX checksum: 0x7d5ab466 -- "cruiser01x.pof"
Loading model 'transport2t-01.pof'
IBX: Found a good IBX/TSB to read for 'transport2t-01.pof'.
IBX-DEBUG => POF checksum: 0x9f39d2a6, IBX checksum: 0x694d1e79 -- "transport2t-01.pof"
Loading model 'frigate2t-01.pof'
IBX: Found a good IBX/TSB to read for 'frigate2t-01.pof'.
IBX-DEBUG => POF checksum: 0x26425b71, IBX checksum: 0xcc61c428 -- "frigate2t-01.pof"
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x557cede4, IBX checksum: 0xf78a4f57 -- "freighter2t-01.pof"
Loading model 'cargo2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cargo2t-01.pof'.
IBX-DEBUG => POF checksum: 0x5f3f96b4, IBX checksum: 0xb6c2fe6e -- "cargo2t-01.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX/TSB to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0x80968918, IBX checksum: 0x9fdc6bdc -- "freighter02.pof"
Loading model 'cargo02.pof'
IBX: Found a good IBX/TSB to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x22a01ec5 -- "cargo02.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX/TSB to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xade7362a, IBX checksum: 0xc072f926 -- "freighter04.pof"
Loading model 'cruiser2V-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2V-01.pof'.
IBX-DEBUG => POF checksum: 0x79d317a1, IBX checksum: 0x08446254 -- "cruiser2V-01.pof"
Loading model 'science01.pof'
IBX: Found a good IBX/TSB to read for 'science01.pof'.
IBX-DEBUG => POF checksum: 0xf6071aaa, IBX checksum: 0x79b7f334 -- "science01.pof"
Unknown special object type $reactor while reading model science01.pof
Loading model 'transport02.pof'
IBX: Found a good IBX/TSB to read for 'transport02.pof'.
IBX-DEBUG => POF checksum: 0x39b9a865, IBX checksum: 0xb19e95a1 -- "transport02.pof"
Loading model 'freighter05.pof'
IBX: Found a good IBX/TSB to read for 'freighter05.pof'.
IBX-DEBUG => POF checksum: 0x2585d000, IBX checksum: 0xf2344eca -- "freighter05.pof"
Loading model 'cargo04.pof'
IBX: Found a good IBX/TSB to read for 'cargo04.pof'.
IBX-DEBUG => POF checksum: 0x0fc0049a, IBX checksum: 0x849ec006 -- "cargo04.pof"
Loading model 'cruiser2s-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2s-01.pof'.
IBX-DEBUG => POF checksum: 0x96a2dce5, IBX checksum: 0x68cccb53 -- "cruiser2s-01.pof"
BMPMAN: Found EFF (cruistiles4-glow.eff) with 37 frames at 25 fps.
BMPMAN: Found EFF (cruistiles5-glow.eff) with 37 frames at 15 fps.
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship cruiser2s-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xc3888eaf -- "fighter2v-01.pof"
Loading model 'miner2v-01.pof'
IBX: Found a good IBX/TSB to read for 'miner2v-01.pof'.
IBX-DEBUG => POF checksum: 0xeb027d61, IBX checksum: 0x9513a8f8 -- "miner2v-01.pof"
BMPMAN: Found EFF (miner02vtile04-glow.eff) with 58 frames at 10 fps.
Warning: Ignoring unrecognized subsystem miner02va-claw1, believed to be in ship miner2v-01.pof
Unknown special object type $elect01 while reading model miner2v-01.pof
Unknown special object type $elect02 while reading model miner2v-01.pof
Unknown special object type $elect03 while reading model miner2v-01.pof
Unknown special object type $elect04 while reading model miner2v-01.pof
Unknown special object type $elect05 while reading model miner2v-01.pof
Unknown special object type $elect06 while reading model miner2v-01.pof
Unknown special object type $elect07 while reading model miner2v-01.pof
Unknown special object type $elect08 while reading model miner2v-01.pof
Loading model 'cruiser03.pof'
IBX: Found a good IBX/TSB to read for 'cruiser03.pof'.
IBX-DEBUG => POF checksum: 0xd227e3e6, IBX checksum: 0xa9c02286 -- "cruiser03.pof"
BMPMAN: Found EFF (cruiser03-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (cruiser03-01-glow.eff) with 37 frames at 15 fps.
Loading model 'fighter03.pof'
IBX: Found a good IBX/TSB to read for 'fighter03.pof'.
IBX-DEBUG => POF checksum: 0x5d2c0133, IBX checksum: 0x1afed95b -- "fighter03.pof"
BMPMAN: Found EFF (fighter03-01-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber2s-02.pof'
IBX: Found a good IBX/TSB to read for 'bomber2s-02.pof'.
IBX-DEBUG => POF checksum: 0xa863356f, IBX checksum: 0xa2a9ba52 -- "bomber2s-02.pof"
BMPMAN: Found EFF (bomber2s-02-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber08.pof'
IBX: Found a good IBX/TSB to read for 'bomber08.pof'.
IBX-DEBUG => POF checksum: 0x7b356a24, IBX checksum: 0x80bfc26a -- "bomber08.pof"
BMPMAN: Found EFF (bomber08-01-glow.eff) with 36 frames at 25 fps.
Loading model 'bomber2s-01.pof'
IBX: Found a good IBX/TSB to read for 'bomber2s-01.pof'.
IBX-DEBUG => POF checksum: 0x3987c5bd, IBX checksum: 0x4d3ff31a -- "bomber2s-01.pof"
BMPMAN: Found EFF (bomber2s-01-glow.eff) with 37 frames at 30 fps.
Loading model 'bomber10.pof'
IBX: Found a good IBX/TSB to read for 'bomber10.pof'.
IBX-DEBUG => POF checksum: 0x633f6999, IBX checksum: 0x7392bb67 -- "bomber10.pof"
BMPMAN: Found EFF (bomber10-01-glow.eff) with 37 frames at 25 fps.
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x2a94b7b8, IBX checksum: 0x38c2bcca -- "fighter01.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 400 is now available (203 in-use).
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'Starfield.pof'
IBX: Found a good IBX/TSB to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
Loading model 'bonus2t-02.pof'
IBX: Found a good IBX/TSB to read for 'bonus2t-02.pof'.
IBX-DEBUG => POF checksum: 0x1a90f6ee, IBX checksum: 0x3f61d8d9 -- "bonus2t-02.pof"
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 344 new ship subsystems ...  a total of 600 is now available (235 in-use).
About to page in ships!
ANI shieldft-02 with size 112x93 (27.3% wasted)
ANI shieldft-02x with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
ANI shieldfv-01 with size 112x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
ANI shield-f03 with size 112x93 (27.3% wasted)
ANI shield-b08 with size 112x93 (27.3% wasted)
ANI shieldbs-01 with size 112x93 (27.3% wasted)
ANI shieldbs-02 with size 112x93 (27.3% wasted)
ANI shield-b10 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Alouqua_AniBitmap.eff) with 6 frames at 20 fps.
BMPMAN: Found EFF (particle_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (SbeamAglow.eff) with 24 frames at 40 fps.
BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 55 fps.
BMPMAN: Found EFF (TbeamAglow.eff) with 30 frames at 30 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'tagb.pof'
IBX: Found a good IBX/TSB to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x332af7cb, IBX checksum: 0x14d7a019 -- "tagb.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX/TSB to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xaef706c7, IBX checksum: 0x9b2555c2 -- "infyrno.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX/TSB to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0xa2927569, IBX checksum: 0xcd80e6f0 -- "S_Rockeye.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX/TSB to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0xfbbc719d, IBX checksum: 0xdad1917b -- "S_Harpoon.pof"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x843f2910, IBX checksum: 0x3d8ebd88 -- "S_Trebuchet.pof"
Loading model 'ShivanCluster.pof'
IBX: Found a good IBX/TSB to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x8307955d, IBX checksum: 0x1c84c70c -- "ShivanCluster.pof"
Loading model 'S_Bomb.pof'
IBX: Found a good IBX/TSB to read for 'S_Bomb.pof'.
IBX-DEBUG => POF checksum: 0x5d0706f9, IBX checksum: 0x7e75b232 -- "S_Bomb.pof"
Loading model 'S_MegaBomb.pof'
IBX: Found a good IBX/TSB to read for 'S_MegaBomb.pof'.
IBX-DEBUG => POF checksum: 0x8fb892cd, IBX checksum: 0x34edc2cc -- "S_MegaBomb.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "harbinger.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.pof"
Loading model 'S_Hornet.pof'
IBX: Found a good IBX/TSB to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xc71eb98d, IBX checksum: 0x209bce27 -- "S_Hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shieldft-02.ani with size 112x93 (27.3% wasted)
ANI shieldft-02x.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
ANI shield-f03.ani with size 112x93 (27.3% wasted)
ANI shield-b08.ani with size 112x93 (27.3% wasted)
ANI shieldbs-01.ani with size 112x93 (27.3% wasted)
ANI shieldbs-02.ani with size 112x93 (27.3% wasted)
ANI shield-b10.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2536/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 561,  Estimated count = 425
================================================
Received post for event GS_EVENT_RED_ALERT during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_RED_ALERT (57) in state GS_STATE_START_GAME (52)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconCirce with size 56x24 (25.0% wasted)
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX/TSB to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0x3ba92db3 -- "crossbow_tech.pof"
Loading model 'trebuchet_tech.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet_tech.pof'.
IBX-DEBUG => POF checksum: 0xdf1a4879, IBX checksum: 0xdffb98e3 -- "trebuchet_tech.pof"
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_PromR.ani with size 332x304 (40.6% wasted)
ANI 2_Kayser.ani with size 332x304 (40.6% wasted)
ANI 2_Circe.ani with size 332x304 (40.6% wasted)
Frame  0 too long!!: frametime = 45.309 (45.309)
Frame  0 too long!!: frametime = 0.259 (0.259)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_RED_ALERT (44)
Entering game at time =  76.419
Frame  1 too long!!: frametime = 0.852 (0.852)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 11, 2008, 01:24:34 pm
Uh, did you try to run a regular 3.6.10 build or only the debug one?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Wanderer on December 11, 2008, 01:42:20 pm
Ok... Mr_Maniac..

For temporary fix (that is to say this one will be included in the patch and should by then be removed) that might be enough to solve the issue... Please try it out and then tell us what happened.

Step 1
Extract the mv_strings-lcl.tbm to <mediavp installation directory>/data/tables

Step 2
Open the file in question with for example notepad (or any ASCII editor) and find string #end from it

Step 3
Replace the string #end with following
Code: [Select]
#end

#German

#end

#French

#end

Step 4
Save changes and try starting the mediavps now
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Wanderer on December 11, 2008, 01:55:00 pm
Anyone got any ideas? my post seems to have been lost in the shuffle so reposting it again. Thanks.


There are couple of things you could try...

First, make sure you are using a new build (from example one of the nightly builds)

Second, make an empty text (ASCII) file to your main data directory (ie. <freespace installation directory>/data) and name it debug_filter.cfg. Run the debug build again until it forces you back to the desktop. Open the rather large fs2_open.log file and post ONLY the last 10 or so lines from it.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mr_Maniac on December 11, 2008, 03:58:03 pm
Ok... Mr_Maniac..

For temporary fix (that is to say this one will be included in the patch and should by then be removed) that might be enough to solve the issue... Please try it out and then tell us what happened.

Thanks, that worked! :)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on December 11, 2008, 06:58:19 pm
Shader problem on OS X, eh? Hmm...I didn't encounter such a problem with 3.6.8 mediavps.

At least MV_Advanced works now. I like the beams, especially the Shivan ones. :D
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jadehawk on December 11, 2008, 06:59:07 pm
Uh, did you try to run a regular 3.6.10 build or only the debug one?

Yeah I did and I also said so in my post. I ran the debug because I was having trouble with the regular one.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jadehawk on December 11, 2008, 07:01:18 pm
Anyone got any ideas? my post seems to have been lost in the shuffle so reposting it again. Thanks.


There are couple of things you could try...

First, make sure you are using a new build (from example one of the nightly builds)

Second, make an empty text (ASCII) file to your main data directory (ie. <freespace installation directory>/data) and name it debug_filter.cfg. Run the debug build again until it forces you back to the desktop. Open the rather large fs2_open.log file and post ONLY the last 10 or so lines from it.

OK will do and thank you for responding. :) I'll get to this as soon as I can and post here.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jadehawk on December 11, 2008, 07:56:37 pm
OK, went back and made that file, ran the game and everything was OK up to when I clicked start to enter the mission play. As soon as I clicked to enter the mission play, the game locked up. I should point out that the game did not crash to the desktop at all. It just hug up and froze up like I said previously.

As you asked, Here is the last part of the log file:

Code: [Select]
ENDING LOAD ================
Real count = 561,  Estimated count = 425
================================================
Received post for event GS_EVENT_RED_ALERT during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_RED_ALERT (57) in state GS_STATE_START_GAME (52)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconCirce with size 56x24 (25.0% wasted)
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX/TSB to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0x3ba92db3 -- "crossbow_tech.pof"
Loading model 'trebuchet_tech.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet_tech.pof'.
IBX-DEBUG => POF checksum: 0xdf1a4879, IBX checksum: 0xdffb98e3 -- "trebuchet_tech.pof"
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_PromR.ani with size 332x304 (40.6% wasted)
ANI 2_Kayser.ani with size 332x304 (40.6% wasted)
ANI 2_Circe.ani with size 332x304 (40.6% wasted)
Frame  0 too long!!: frametime = 45.309 (45.309)
Frame  0 too long!!: frametime = 0.259 (0.259)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_RED_ALERT (44)
Entering game at time =  76.419
Frame  1 too long!!: frametime = 0.852 (0.852)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Droid803 on December 11, 2008, 09:01:54 pm
Is it just me, or did the beam sound of the SRed get changed?
It sounds different from what I recall.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Rick James on December 11, 2008, 09:34:18 pm
While playing FSPort with the new MediaVPs I get the following error:

Code: [Select]
Warning: Could not find a usable beam section (3) bitmap (beam-orange3) for weapon 'SSLBeam'!

File: weapons.cpp
Line: 3811


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081207_r4985.exe 00927ec9()
    fs2_open_3_6_10d-20081207_r4985.exe 00948a75()
    fs2_open_3_6_10d-20081207_r4985.exe 00949031()
    fs2_open_3_6_10d-20081207_r4985.exe 00738b14()
    fs2_open_3_6_10d-20081207_r4985.exe 00739c1d()
    fs2_open_3_6_10d-20081207_r4985.exe 0073c7fb()
    fs2_open_3_6_10d-20081207_r4985.exe 00950b5d()
    fs2_open_3_6_10d-20081207_r4985.exe 0073de78()
    fs2_open_3_6_10d-20081207_r4985.exe 0073e10e()
    fs2_open_3_6_10d-20081207_r4985.exe 00c914c6()
    fs2_open_3_6_10d-20081207_r4985.exe 00c9134f()
    kernel32.dll 7c816fd7()
------------------------------------------------------------------

It seems the MediaVPs don't like the SSLBeam. I got this right after I initiated cheats within a mission.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Galemp on December 11, 2008, 09:46:10 pm
That's odd, the SSL should definitely be using weapon effects either in the retail VPs or in the port VP. It could be a priority issue; can you post the contents of the mod.ini you're launching from?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Rick James on December 11, 2008, 09:48:50 pm
Code: [Select]
[launcher]
infotext     = FreeSpace 1, now ported to run on the FreeSpace 2 engine.;
website      = http://fsport.hard-light.net/;
forum        = http://www.hard-light.net/forums/index.php/board,39.0.html;

[multimod]
primarylist  = ;
secondrylist = ,mediavps;

[settings]
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on December 12, 2008, 01:33:05 am
Is it just me, or did the beam sound of the SRed get changed?
It sounds different from what I recall.

Yes, it was changed. If you have VPVIEW32, you will find two beam fire sounds in sparky_fs2.vp.

/me attempts to convey the function of beam cannon firing in FreeSpace 2 using his incompetence.
Back in retail, when a capital ship is equipped with beam weapons and when the capital ship fires a beam like, say, the BFGreen, a sequence of sounds is created from the beam's charge-up to power-down. It usually consists of an "up" sound, followed by a beam firing sound AND a beam sound, the latter being looped for as long as the beam is firing, and finally a "dwn" sound, so for the BFGreen, you get this sequence in retail on a capital ship:

BT_up_5.wav -> beam_shot1.wav (once) + BT_BFGreen.wav (loop for 4s) -> BT_dwn_5.wav

However, if you were to force a small ship's weapon into a beam, what you get is not a beam, but a small bullet for every gunpoint linked to that beam, and the only sound that comes out is beam_shot2.wav.

What happened in 3.6.10 is that all ships, small and capital, all use beam_shot2.wav, whereas in earlier versions, they use beam_shot1.wav, like the example above.


...unless if you what you meant was that the SRed no longer uses BS_SRed.wav... :nervous:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Romanmolf on December 12, 2008, 08:11:16 am
I think he meant that when the SRed fires, you hear the ''charge-up'' sound.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: eliex on December 12, 2008, 03:57:51 pm
The Terran afterburn is similar to the Vasudan afterburn.
Is this intentional?

Is there now a fix for the Shivan beams?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ssmit132 on December 12, 2008, 05:48:36 pm
They changed the Terran afterburner from teal to orange due to popular opinion, if I recall correctly (from hearing stuff around here).

Also, the Shivan beams appear to be a hardware issue, not a Media VP issue. Unless we all managed to get a download that was stuffed at the same place.

Eliex, did you get MV_Complete, or the seperate ones like I did?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Droid803 on December 12, 2008, 06:13:44 pm
Is it just me, or did the beam sound of the SRed get changed?
It sounds different from what I recall.

Yes, it was changed. If you have VPVIEW32, you will find two beam fire sounds in sparky_fs2.vp.

/me attempts to convey the function of beam cannon firing in FreeSpace 2 using his incompetence.
Back in retail, when a capital ship is equipped with beam weapons and when the capital ship fires a beam like, say, the BFGreen, a sequence of sounds is created from the beam's charge-up to power-down. It usually consists of an "up" sound, followed by a beam firing sound AND a beam sound, the latter being looped for as long as the beam is firing, and finally a "dwn" sound, so for the BFGreen, you get this sequence in retail on a capital ship:

BT_up_5.wav -> beam_shot1.wav (once) + BT_BFGreen.wav (loop for 4s) -> BT_dwn_5.wav

However, if you were to force a small ship's weapon into a beam, what you get is not a beam, but a small bullet for every gunpoint linked to that beam, and the only sound that comes out is beam_shot2.wav.

What happened in 3.6.10 is that all ships, small and capital, all use beam_shot2.wav, whereas in earlier versions, they use beam_shot1.wav, like the example above.


...unless if you what you meant was that the SRed no longer uses BS_SRed.wav... :nervous:

Ugh, so that's what it is.
beam_shot2.wav sounds ugly when coupled with the Shivan beams.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Aurora Paradox on December 12, 2008, 06:55:13 pm
Also, the Shivan beams appear to be a hardware issue, not a Media VP issue. Unless we all managed to get a download that was stuffed at the same place.

Eliex, did you get MV_Complete, or the seperate ones like I did?

I'm having the same issue with the Shivan beams.  Unless Eliex and I have identical hardware configurations I don't think its a hardware issue.  I did not have this problem with the 3.6.8 Zeta mediavps.

Configuration is as follows:

Pentium 4 2.4 GHZ with Hyper threading
Ge Force 5200 FX
512 MB of Ram

I downloaded the separate files for the new mediavps.  Other than this beam issue I've had no problems.  I've attached a screen shot of what the beams look like.  I don't have a debug log though.


Any suggestions on how to fix this?

Aurora Paradox

[attachment stolen by Slimey Goober]
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mongoose on December 12, 2008, 07:04:40 pm
That looks very similar to an issue I've been experiencing with beams (though not yet with these new VPs, strangely enough) and a variety of ship textures for some time now.  Just out of curiosity, do any of the shots here (http://scp.indiegames.us/mantis/view.php?id=1789) look familiar?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: eliex on December 12, 2008, 07:05:59 pm
I downloaded the MV_Complete.

Like Aurora, everything else apart from the beams are fine.

This is my hardware configuration:

- Pentium 1.6GHz
- Intel 945GM chipset
- 2GB Ram

I read about a fix on the beams

Quote
If some one who still has the beam issue could test the following it might help with the solving the issue. Copy the following to a new file in  <mediavp directory>/data/tables. And preferably remove after the test (regardless if it works or not).

mv_aa_test-wep.tbm
Code: [Select]
#Primary Weapons

$Name: SRed
+nocreate
$BeamInfo:
   $Section:
      +Index:        1
      +nocreate
      +Texture:      SbeamAA
   $Section:
      +Index:        3
      +nocreate
      +Texture:      SbeamAA
   $Section:
      +Index:        4
      +nocreate
      +Texture:      SbeamAA

#End

They didn't work for me.  :(
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Galemp on December 12, 2008, 07:37:49 pm
The current theory behind the Shivan beams is DDS texture corruption due to its crazy aspect ratio (4x1024.) We're testing various options now.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 12, 2008, 08:30:09 pm
POTENTIAL FIX FOR SHIVAN BEAM ISSUES

I would like to request anyone experiencing problems with the Shivan beams to disable Wanderer's table fix in case you downloaded the mv_aa_test-wep.tbm (http://www.hard-light.net/forums/index.php/topic,58230.msg1176392.html#msg1176392) (rename it to mv_aa_test-wep.tbm.disabled for example, or move it to somewhere away from your FS2 directory, or just delete it), download these 16x512 resolution (http://www.mediafire.com/download.php?yqq5mjmtlzl) textures and paste the three files (SBeamAB, SBeamAD and SBeamAE) into ..\FreeSpace2\mediavps\data\effects\. If that folder doesn't exist, create it.

If you aren't using that particular table fix, just ignore that I mentioned it.

In preliminary test they worked without causing corruption issues for one tester that we were able to get ahold of (thank you ShadowGorrath!) so there's relatively high hopes that the files will work on others as well, but we would like more data to confirm this before we consider the issue fixed.


Technobabble: Basically it would appear that DXT compression has a lower resolution limit that sets the minimum resolution you can use with compressed DDS images. Most modern GPU's can overcome these limits and use smaller files - such as the 4x1024 resolution beam textures - but older GPU's will apparently have trouble with them and require that DXT compressed textures have at least dimensions of 16 pixels or more.

That's why most people have not been having probems with the Shivan beams and it's been limited to fairly old hardware - new GPU's and their drivers have added support for smaller than 16x16 resolution for compressed DDS files. If changing the resolution to 16x512 indeed corrects the problems, then we have another tidbit of information to add to the collective knowledge base and we should make sure to use at least 16x16 sized compressed DDS textures in the future.


EDIT: Instructions cleared up. Also keep in mind that this is still pretty much us testing what works and what doesn't work, it might not be the final fix that we end up using, there's a few options open as far as resolution and compression level are concerned.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ssmit132 on December 12, 2008, 08:56:04 pm
I downloaded the MV_Complete.

Okay, that counts it out as a VP problem.

I would like to request anyone experiencing problems with the Shivan beams to disable Wanderer's table fix (rename it to *.tbl.disabled for example, or move it to somewhere away from your FS2 directory, or just delete it), download these 16x512 resolution (http://www.mediafire.com/download.php?yqq5mjmtlzl) textures and paste the three files (SBeamAB, SBeamAD and SBeamAE) into ..\FreeSpace2\mediavps\data\effects\.

Which table files are these? I haven't heard of them.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Rick James on December 12, 2008, 09:04:32 pm
Is there a similar fix available for my issues with the SSLBeam somewhere? I'm still crashing whenever a) I activate cheats or b) the Lucifer appears in a mission and it's blowing up something.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ssmit132 on December 12, 2008, 09:09:23 pm
In preliminary test they worked without causing corruption issues for one tester that we were able to get ahold of (thank you ShadowGorrath!) so there's relatively high hopes that the files will work on others as well, but we would like more data to confirm this before we consider the issue fixed.

Those files seem to work fine with me. (Only tested the BFRed, but I assume the others would be all right too.)

Thank you very much.  :nod:

[attachment stolen by Slimey Goober]
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Aurora Paradox on December 12, 2008, 10:22:44 pm
POTENTIAL FIX FOR SHIVAN BEAM ISSUES

I would like to request anyone experiencing problems with the Shivan beams to disable Wanderer's table fix (rename it to *.tbl.disabled for example, or move it to somewhere away from your FS2 directory, or just delete it), download these 16x512 resolution (http://www.mediafire.com/download.php?yqq5mjmtlzl) textures and paste the three files (SBeamAB, SBeamAD and SBeamAE) into ..\FreeSpace2\mediavps\data\effects\.

In preliminary test they worked without causing corruption issues for one tester that we were able to get ahold of (thank you ShadowGorrath!) so there's relatively high hopes that the files will work on others as well, but we would like more data to confirm this before we consider the issue fixed.


OK.  That folder doesn't exist in my mediavps folder.  Should I just create it?  One other thing how do I disable the Wanderer's table fix?

Aurora Paradox
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 12, 2008, 10:36:50 pm
If a folder doesn't exist, create it.

If you aren't using Wanderer's beam table fix from this message (http://www.hard-light.net/forums/index.php/topic,58230.msg1176392.html#msg1176392), you can just ignore that part of instructions.

If you are using that fix, then simply remove the file from ..\mediavps\data\tables\ and it'll not be active anymore.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: eliex on December 13, 2008, 12:33:16 am
POTENTIAL FIX FOR SHIVAN BEAM ISSUES

I would like to request anyone experiencing problems with the Shivan beams to disable Wanderer's table fix in case you downloaded the mv_aa_test-wep.tbm (http://www.hard-light.net/forums/index.php/topic,58230.msg1176392.html#msg1176392) (rename it to mv_aa_test-wep.tbm.disabled for example, or move it to somewhere away from your FS2 directory, or just delete it), download these 16x512 resolution (http://www.mediafire.com/download.php?yqq5mjmtlzl) textures and paste the three files (SBeamAB, SBeamAD and SBeamAE) into ..\FreeSpace2\mediavps\data\effects\. If that folder doesn't exist, create it.

If you aren't using that particular table fix, just ignore that I mentioned it.

In preliminary test they worked without causing corruption issues for one tester that we were able to get ahold of (thank you ShadowGorrath!) so there's relatively high hopes that the files will work on others as well, but we would like more data to confirm this before we consider the issue fixed.


Technobabble: Basically it would appear that DXT compression has a lower resolution limit that sets the minimum resolution you can use with compressed DDS images. Most modern GPU's can overcome these limits and use smaller files - such as the 4x1024 resolution beam textures - but older GPU's will apparently have trouble with them and require that DXT compressed textures have at least dimensions of 16 pixels or more.

That's why most people have not been having probems with the Shivan beams and it's been limited to fairly old hardware - new GPU's and their drivers have added support for smaller than 16x16 resolution for compressed DDS files. If changing the resolution to 16x512 indeed corrects the problems, then we have another tidbit of information to add to the collective knowledge base and we should make sure to use at least 16x16 sized compressed DDS textures in the future.


Thankyou very much. It works.  :D
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on December 13, 2008, 01:06:02 am
Strange, I'm not having beam problems at all.
Though to be honest, the fact that every single Shivan beam charge-up effect looks like a pink Green Beam effect...is FUGLY.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Droid803 on December 13, 2008, 01:08:06 am
Yeah, I liked Beamglow4 (the one used in the betas) better than SBeamAGlow. It fits better too.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Enioch on December 13, 2008, 06:03:20 am
Hey,

First things first: I'm speechless. What you've done is beautiful :yes2:  :nod: :yes:

BUT

I'm having a 'small' problem, as follows:

I fire up the game (4989 nightly build + mvps -no other mods). Everything seems to be working perfectly. I enter the techroom in order to drool over the new shiny htls and normal maps. I see the Ulysses...wow! I see the Herc I...wow! I see the Medusa...  :eek2: I see the Hatshepsut...

The game freezes.

Nothing works, but the music still plays. I've got to Ctrl-Alt-Del my way back to my desktop.

I've tried it with other builds -no luck. The game still freezes after a while (and it seems like selecting certain ships like the Hatshepsut, the Fenris-Levy and some bombers are big no-nos).

I've played around with the launcher options, and it seems like -no_glsl 'fixes' it. But I know that my GPU (X1950 pro) fully supports SM3.0, and OGL2.0. I should be able to enjoy the new shinies! And I've downloaded the latest Catalyst 8.12 drivers, so this ain't my problem either...

I've also got a Dual-C 2Ghz processor, 2GB of Ram, and I'm running Vista HP.

After a bit of tinkering, with no luck, I fired up the debugger and got this in the error.log:

"Access Violation in module atioglxx.dll"

Hmmmm...

After that I googled around a bit and tried a few 'solutions', namely grabbing atioglxx.dll's from previous drivers, re-expanding the current driver's dl_ and so on and so forth. Still no luck.

Bottomline: I know that my GPU can handle the new graphics, namely because I can see them (albeit only for a few minutes). The game does not lag, stutter or crawl, it just suddenly FREEZES!  :mad: Now I can play with no_glsl, but I shouldn't have to.

So please, any ideas?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Wanderer on December 13, 2008, 06:20:39 am
Hmm.. not really sure what it is

First set your game to run in window mode (dev tools section in the launcher) and select resolution accordingly. Use the browse option and select debug build. Run the game and try repeating the steps that lead to the crash. After the crash or freezing up make sure the game no longer runs, find fs2_open.log file in the Freespace2/data directory and post it here.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Enioch on December 13, 2008, 07:21:13 am
Like so?
Code: [Select]
==========================================================================
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.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -noscalevid
  -spec
  -normal
  -3dshockwave
  -cache_bitmaps
  -orbradar
  -rearm_timer
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps
  -window
Building file index...
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'C:\Program Files\Freespace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\Program Files\Freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files\Freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files\Freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files\Freespace2\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'C:\Program Files\Freespace2\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'C:\Program Files\Freespace2\MV_Effects.vp' with a checksum of 0xc55a3e9f
Found root pack 'C:\Program Files\Freespace2\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\Program Files\Freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\Freespace2\sdr1119.vp' with a checksum of 0xe13995b9
Found root pack 'C:\Program Files\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\Freespace2\mediavps\' ... 5 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\mv_music.vp' ... 32 files
Searching root 'C:\Program Files\Freespace2\' ... 58 files
Searching root pack 'C:\Program Files\Freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files\Freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files\Freespace2\MV_AdvancedEffects.vp' ... 2411 files
Searching root pack 'C:\Program Files\Freespace2\MV_Core.vp' ... 92 files
Searching root pack 'C:\Program Files\Freespace2\MV_Effects.vp' ... 1108 files
Searching root pack 'C:\Program Files\Freespace2\mv_music.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\Freespace2\sdr1119.vp' ... 69 files
Searching root pack 'C:\Program Files\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\warble_fs2.vp' ... 52 files
Found 24 roots and 16877 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1950 Pro
  OpenGL Version    : 2.1.8304 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_flak-wep.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'beams2-wep.tbm' ...
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
TBM  =>  Starting parse of 'beams1-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon TerSlash - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LTerSlash - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRBGreen - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BGreen - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon Green Beam - max is 5" at weapons.cpp:3027
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_turretangle-shp.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_hg-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 517
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'lion1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x2a94b7b8, IBX checksum: 0x38c2bcca -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.790 (0.790)
Frame  0 too long!!: frametime = 0.436 (0.436)
TECH ROOM: Dumping excess ship textures...
Loading model 'cruiser01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01.pof'.
IBX-DEBUG => POF checksum: 0x971dcc75, IBX checksum: 0x1c8d31e6 -- "cruiser01.pof"
Frame  0 too long!!: frametime = 1.302 (1.302)

I started the game, went into Techroom, selected Fenris. Freeze in ca 2 secs (it didn't even finish one rotation)
This was my second try. The first time I tried, it worked better. I managed to get to the Hatshepsut, watched it spin for a while, then selected the Colosssus. Ouch... :(

BTW, "Wokka!" ??? :confused: :lol:

I also tried to ignore the techroom and go straight to the missions. Well...

Code: [Select]
==========================================================================
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.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -noscalevid
  -spec
  -normal
  -3dshockwave
  -cache_bitmaps
  -orbradar
  -rearm_timer
  -3dwarp
  -warp_flash
  -snd_preload
  -mod mediavps
  -window
Building file index...
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'C:\Program Files\Freespace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\Program Files\Freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files\Freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files\Freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files\Freespace2\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'C:\Program Files\Freespace2\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'C:\Program Files\Freespace2\MV_Effects.vp' with a checksum of 0xc55a3e9f
Found root pack 'C:\Program Files\Freespace2\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\Program Files\Freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\Freespace2\sdr1119.vp' with a checksum of 0xe13995b9
Found root pack 'C:\Program Files\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\Freespace2\mediavps\' ... 5 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\mv_music.vp' ... 32 files
Searching root 'C:\Program Files\Freespace2\' ... 58 files
Searching root pack 'C:\Program Files\Freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files\Freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files\Freespace2\MV_AdvancedEffects.vp' ... 2411 files
Searching root pack 'C:\Program Files\Freespace2\MV_Core.vp' ... 92 files
Searching root pack 'C:\Program Files\Freespace2\MV_Effects.vp' ... 1108 files
Searching root pack 'C:\Program Files\Freespace2\mv_music.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\Freespace2\sdr1119.vp' ... 69 files
Searching root pack 'C:\Program Files\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\warble_fs2.vp' ... 52 files
Found 24 roots and 16877 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1950 Pro
  OpenGL Version    : 2.1.8304 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_flak-wep.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'beams2-wep.tbm' ...
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
TBM  =>  Starting parse of 'beams1-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon TerSlash - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LTerSlash - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRBGreen - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BGreen - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon Green Beam - max is 5" at weapons.cpp:3027
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_turretangle-shp.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_hg-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 507
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x3c5e73c9, IBX checksum: 0xa45d8bac -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x5560c5b0 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Using alternate ship type name: NTCv Deimos
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Starting mission message count : 205
Ending mission message count : 246
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xa59230ad, IBX checksum: 0xb499bcbf -- "fighter2t-05.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX/TSB to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xade7362a, IBX checksum: 0xc072f926 -- "freighter04.pof"
Loading model 'capital2V-01.pof'
IBX: Found a good IBX/TSB to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0x82d216bd, IBX checksum: 0x1b3ba558 -- "capital2V-01.pof"
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem bridge, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay01, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay02, believed to be in ship capital2V-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xc3888eaf -- "fighter2v-01.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x13907ace, IBX checksum: 0x2d2ea707 -- "corvette2t-01.pof"
Loading model 'fighter06.pof'
IBX: Found a good IBX/TSB to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xec2fadc6, IBX checksum: 0x52f78add -- "fighter06.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'Starfield.pof'
IBX: Found a good IBX/TSB to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 186 new ship subsystems ...  a total of 400 is now available (40 in-use).
About to page in ships!
ANI shield-f06 with size 112x93 (27.3% wasted)
ANI shieldft-05 with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
ANI shieldfv-01 with size 112x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 55 fps.
BMPMAN: Found EFF (particle_yellow.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (beamglow6.eff) with 60 frames at 26 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "harbinger.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI shield-f06.ani with size 112x93 (27.3% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1496/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 466,  Estimated count = 425
================================================
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
ANI cb_sm1-01_a.ani with size 440x200 (21.9% wasted)
ANI cb_sm1-01_b.ani with size 440x200 (21.9% wasted)
ANI cb_sm1-01_c.ani with size 440x200 (21.9% wasted)
ANI cb_sm1-01_d.ani with size 440x200 (21.9% wasted)
No cached palette file
Frame  0 too long!!: frametime = 23.715 (23.715)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconfighter2t-05 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconMX-64 with size 56x24 (25.0% wasted)
ANI iconTempest with size 56x24 (25.0% wasted)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 332x304 (40.6% wasted)
ANI 2_mx64.ani with size 332x304 (40.6% wasted)
ANI 2_Tempest.ani with size 332x304 (40.6% wasted)
ANI iconplanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet.ani with size 183x182 (28.9% wasted)
ANI iconv-freightercw with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW.ani with size 123x65 (49.2% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
Frame  0 too long!!: frametime = 0.606 (0.606)
ANI iconplanet.ani with size 183x182 (28.9% wasted)
Frame  0 too long!!: frametime = 0.355 (0.355)
Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_BRIEFING (10)
ANI 2_ssfighter2t-05.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-05.ani
ANI iconfighter2t-05.ani with size 32x28 (12.5% wasted)
ANI iconwing01.ani with size 32x28 (12.5% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_SHIP_SELECT (11)
Entering game at time =  42.333

Crash on mission start (I tried it with 3d ship & weap selection off -otherwise it freezes just like in the techroom)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Wanderer on December 13, 2008, 07:28:33 am
Code: [Select]
..
Found root pack 'C:\Program Files\Freespace2\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'C:\Program Files\Freespace2\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'C:\Program Files\Freespace2\MV_Effects.vp' with a checksum of 0xc55a3e9f
Found root pack 'C:\Program Files\Freespace2\mv_music.vp' with a checksum of 0xbbd92e16
..
Found root pack 'C:\Program Files\Freespace2\sdr1119.vp' with a checksum of 0xe13995b9
..

These shouldn't be there - That is to say these are apparently of older vp set and should be either removed all together or then at the bare minimum moved out from the main freespace directory (and not to 3.6.10 mediavp directory).

The shader vp (sdr1119.vp) should be moved elsewhere as well as the mediavps contain shaders as well.. Though you might need them with some other mod (possibly)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Enioch on December 13, 2008, 08:02:28 am
*embarrassed cough* right *embarrassed cough* :D

I'll move them to a new mod folder and see what happens

EDIT: Nope. Moved them to a new folder (named 'bareminimum' -I think those are the 'retail' vps (would those have a shader?? :confused:)

Anyways, now the game crashes the minute I enter the techroom. :D

And if I skip to the campaign, I can see a Myrmidon in the ship selection, but it freezes once I go into weapon selection:

Code: [Select]
==========================================================================
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.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -noscalevid
  -spec
  -normal
  -3dshockwave
  -cache_bitmaps
  -img2dds
  -orbradar
  -rearm_timer
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps
  -window
Building file index...
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'C:\Program Files\Freespace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\Program Files\Freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files\Freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files\Freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files\Freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\Freespace2\mediavps\' ... 5 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\mv_music.vp' ... 32 files
Searching root 'C:\Program Files\Freespace2\' ... 58 files
Searching root pack 'C:\Program Files\Freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files\Freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files\Freespace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\warble_fs2.vp' ... 52 files
Found 19 roots and 13165 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 800x600 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1950 Pro
  OpenGL Version    : 2.1.8304 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI radar1 with size 130x106 (17.2% wasted)
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 397
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI mainwalk.ani with size 127x297 (42.0% wasted)
ANI mainflyby.ani with size 315x116 (9.4% wasted)
ANI maincrane.ani with size 117x73 (43.0% wasted)
ANI mainexit.ani with size 203x110 (14.1% wasted)
ANI mainbarracks.ani with size 163x105 (18.0% wasted)
ANI mainreadyroom.ani with size 139x86 (32.8% wasted)
ANI mainoptions.ani with size 207x131 (48.8% wasted)
ANI maincampaign.ani with size 200x124 (3.1% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI Loading.ani with size 515x26 (18.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x3c5e73c9, IBX checksum: 0xa45d8bac -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x5560c5b0 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Using alternate ship type name: NTCv Deimos
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Starting mission message count : 205
Ending mission message count : 246
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xa59230ad, IBX checksum: 0xb499bcbf -- "fighter2t-05.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX/TSB to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xade7362a, IBX checksum: 0xc072f926 -- "freighter04.pof"
Loading model 'capital2V-01.pof'
IBX: Found a good IBX/TSB to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0x82d216bd, IBX checksum: 0x1b3ba558 -- "capital2V-01.pof"
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem bridge, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay01, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay02, believed to be in ship capital2V-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xc3888eaf -- "fighter2v-01.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x13907ace, IBX checksum: 0x2d2ea707 -- "corvette2t-01.pof"
Loading model 'fighter06.pof'
IBX: Found a good IBX/TSB to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xec2fadc6, IBX checksum: 0x52f78add -- "fighter06.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
OpenGL: Created 512x512 FBO!
ANI lock1 with size 35x33 (48.4% wasted)
ANI lockspin with size 63x63 (1.6% wasted)
ANI energy2 with size 54x60 (6.3% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI toparc1 with size 157x37 (42.2% wasted)
ANI toparc3 with size 25x18 (43.8% wasted)
ANI leftarc with size 64x157 (38.7% wasted)
ANI rightarc1 with size 64x156 (39.1% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'Starfield.pof'
IBX: Found a good IBX/TSB to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 186 new ship subsystems ...  a total of 400 is now available (40 in-use).
About to page in ships!
ANI shield-f06 with size 112x93 (27.3% wasted)
ANI shieldft-05 with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
ANI shieldfv-01 with size 112x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 55 fps.
BMPMAN: Found EFF (particle_yellow.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (beamglow6.eff) with 60 frames at 26 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "harbinger.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI radar1.ani with size 130x106 (17.2% wasted)
ANI lock1.ani with size 35x33 (48.4% wasted)
ANI energy2.ani with size 54x60 (6.3% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI toparc1.ani with size 157x37 (42.2% wasted)
ANI toparc3.ani with size 25x18 (43.8% wasted)
ANI leftarc.ani with size 64x157 (38.7% wasted)
ANI rightarc1.ani with size 64x156 (39.1% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI shield-f06.ani with size 112x93 (27.3% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP515x26+16'
User bitmap 'TMP515x26+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1497/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 467,  Estimated count = 425
================================================
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
ANI cb_sm1-01_a.ani with size 440x200 (21.9% wasted)
ANI cb_sm1-01_b.ani with size 440x200 (21.9% wasted)
ANI cb_sm1-01_c.ani with size 440x200 (21.9% wasted)
ANI cb_sm1-01_d.ani with size 440x200 (21.9% wasted)
No cached palette file
Frame  0 too long!!: frametime = 20.846 (20.846)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI BriefMap with size 573x249 (2.7% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
Loading model 'tempest_tech.pof'
IBX: Found a good IBX/TSB to read for 'tempest_tech.pof'.
IBX-DEBUG => POF checksum: 0xf780c311, IBX checksum: 0x437c8ef1 -- "tempest_tech.pof"
Model tempest_tech.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI SD4.ani with size 202x185 (27.7% wasted)
ANI Scalpel.ani with size 202x185 (27.7% wasted)
ANI iconplanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet.ani with size 183x182 (28.9% wasted)
ANI iconv-freightercw with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW.ani with size 123x65 (49.2% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
Frame  0 too long!!: frametime = 0.621 (0.621)
ANI iconplanet.ani with size 183x182 (28.9% wasted)
Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_BRIEFING (10)
ANI iconwing01.ani with size 32x28 (12.5% wasted)

I'm still running in windowed mode, 800x600

Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Wanderer on December 13, 2008, 09:21:15 am
Hmm... dunno what ATI found offending this time...

You could still try adding empty text (ASCII) file named 'debug_filter.cfg' to the same directory where you found the .log file and run the debug build once more. And this time either upload the log somewhere, or post only the last 10 to 20 lines of the log (its a 'tad' longer this way).
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Enioch on December 13, 2008, 10:09:43 am
Like this?

Code: [Select]
Tried to unload red_glow_small.dds that has a load count of 2.. not unloading
Unloading red_glow_small.dds.  128x128x24
Unloading cyan_glow_small.dds.  128x128x24
Unloading cyan_glow_small.dds.  128x128x0
Unloading yellow_glow_small.dds.  128x128x24
Unloading yellow_glow_small.dds.  128x128x0
Unloading green_glow2_small.dds.  128x128x24
Unloading green_glow2_small.dds.  128x128x0
Unloading red_glow_small.dds.  128x128x0
Unloading red_glow_small.dds.  128x128x0
Loading model 'cruiser01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01.pof'.
IBX-DEBUG => POF checksum: 0x971dcc75, IBX checksum: 0x1c8d31e6 -- "cruiser01.pof"
For "cruiser01.pof" I couldn't find nameplate-glow.ani
For "cruiser01.pof" I couldn't find nameplate-shine.ani
For "cruiser01.pof" I couldn't find nameplate-normal.ani
For "cruiser01.pof" I couldn't find fenris-htl_debris-glow.ani
For "cruiser01.pof" I couldn't find fenris-htl_debris-shine.ani
For "cruiser01.pof" I couldn't find fenris-htl_debris-normal.ani
For "cruiser01.pof" I couldn't find doctile6a-normal.ani
Model cruiser01.pof: Rotating Submodel without subsystem: radar01b-dish
Model cruiser01.pof: Rotating Submodel without subsystem: radar01c-dish
Model cruiser01.pof: Rotating Submodel without subsystem: radar01d-dish
Ship cruiser01.pof with engine wash associated with subsys engine
Found bitmap thrusterglow01.dds -- number 522
Found bitmap thrusterglow01a.dds -- number 523
Found bitmap thruster02-01a.dds -- number 525
Found bitmap thruster03-01.dds -- number 526
Found bitmap thruster03-01a.dds -- number 527
Loading fenris-htl.dds for the first time.
Loading fenris-htl.dds (2048x1024x24)
Fast-unloading fenris-htl.dds.  2048x1024x24
Loading fenris-htl-glow.dds for the first time.
Loading fenris-htl-glow.dds (2048x1024x24)
Fast-unloading fenris-htl-glow.dds.  2048x1024x24
Loading fenris-htl-shine.dds for the first time.
Loading fenris-htl-shine.dds (2048x1024x32)
Fast-unloading fenris-htl-shine.dds.  2048x1024x32
Loading fenris-htl-normal.dds for the first time.
Loading fenris-htl-normal.dds (2048x1024x32)
Fast-unloading fenris-htl-normal.dds.  2048x1024x32
Loading nameplate.dds for the first time.
Loading nameplate.dds (512x64x32)
Fast-unloading nameplate.dds.  512x64x32
Frame  0 too long!!: frametime = 1.242 (1.242)

Went to techroom, saw Ulysses, switched to fenris, FREEZE OF DOOM!
WTF is going on with those 'frames'? I keep running across them. I keep seeing that

Code: [Select]
Frame X too long!!: frametime = XXXXX
thing. :hopping: Maybe that has something to do with it? Dunno :confused:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: FreeSpaceFreak on December 13, 2008, 11:23:58 am
I don't think anyone's posted this before...
2_LoadingBG seems to be corrupted in the FSMods download. I dl'ed MV_Core twice, but this is what's in it:

[attachment stolen by Slimey Goober]
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Romanmolf on December 13, 2008, 11:43:30 am
I think it's supposed to be like that.  :rolleyes:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Enioch on December 13, 2008, 11:55:21 am
I don't think anyone's posted this before...
2_LoadingBG seems to be corrupted in the FSMods download. I dl'ed MV_Core twice, but this is what's in it:

So, what's the issue? The greenish background, the general new color scheme? Because, if so, then

I think it's supposed to be like that.  :rolleyes:

as well. I've been messing around with the betas and that's how it looked like back then as well.

Any solution to my 'little' problem guys? :confused: Because, frankly, I'm at my wits' end.  :( I've got half a mind to stop trying and play with -no_glsl....




...nah :D
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Wanderer on December 13, 2008, 12:01:37 pm
Well... we have been thinking and also searching for potential solutions but... well.. nothing yet.

You could post this issue to the FS Open support forum as well ( http://www.hard-light.net/forums/index.php/board,151.0.html ) in case people who frequent there would have ideas.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 13, 2008, 01:00:30 pm
The first post of this thread should probably say something about getting rid of the existing shaders file people might have had.  And some of those freezes sound like an attempt to recache a ship, and a bigger freeze would be more likely with a bigger ship.  I would suggest anyone having a 'freeze' like that in the tech room or loading a mission just let it sit for a few minutes before deciding that it died.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Enioch on December 13, 2008, 01:10:34 pm
The first post of this thread should probably say something about getting rid of the existing shaders file people might have had.  And some of those freezes sound like an attempt to recache a ship, and a bigger freeze would be more likely with a bigger ship.  I would suggest anyone having a 'freeze' like that in the tech room or loading a mission just let it sit for a few minutes before deciding that it died.

Would 'Not responding' and a Black screen after 5' of waiting to enter the techroom qualify as 'dead'?

And I never had problems in loading missions. I'm telling you, I can see the bloody thing, it's right there, but after 30 or so degrees of rotating (or less) it freezes...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 13, 2008, 01:19:03 pm
Yeah yours doesn't sound like that problem, but I think a couple of other people who have had it were.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Naxal on December 13, 2008, 05:39:21 pm
There is a problem with the german version of fs2, which can be fixed by installing this fix (http://www.game-warden.com/starfox/Non_SF_related_stuff/MVP3610BETA/MV_3610_german_hotfix.rar) from the beta release thread.
It would be nice if the link could be put in the first post here as well  :P

That aside: Really great release  :yes:
Especially the Iceni  :cool:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Wanderer on December 13, 2008, 05:52:27 pm
You are talking about the issue which already was sorted...

http://www.hard-light.net/forums/index.php/topic,58230.msg1176463.html#msg1176463

The patch for the 3.6.10 mediavps will include the properly patched file.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Hellstryker on December 13, 2008, 06:19:49 pm
This is probably one of my normal extremely stupid mistakes, but the mediavps aren't showing up. They're completely missing. being used as a secondary mod as well as alone.
Edit: I am the most stupid person on the face of the earth. Please ignore my post.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Rick James on December 13, 2008, 07:36:45 pm
Aaargh. The new MediaVPs are screwing with just about every user-made campaign and conversion that I have. Derelict, Blue Planet, the Procyon Insurgency, FSPort...all I can play is the main campaign.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Hellstryker on December 13, 2008, 07:41:19 pm
Aaargh. The new MediaVPs are screwing with just about every user-made campaign and conversion that I have. Derelict, Blue Planet, the Procyon Insurgency, FSPort...all I can play is the main campaign.

 :wtf: How, exactly?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Rick James on December 13, 2008, 08:01:47 pm
The SSLBeam for the Lucifer in FSPort isn't working, Muzzle .pofs in Blue Planet aren't working right and cause the game to crash, the Procyon Insurgency crashes immediately after loading and the BFRed in Derelict isn't working. And all of the above (with the exception of FSPort) have issues with certain beams which apparently do not have a LOD0 anim.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Snail on December 13, 2008, 08:52:02 pm
(http://img78.imageshack.us/img78/5489/wtfsrslyaa9.png)

Help?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Droid803 on December 13, 2008, 09:03:15 pm
you try this (http://www.hard-light.net/forums/index.php/topic,58230.msg1177034.html#msg1177034) yet?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Shade on December 13, 2008, 09:04:55 pm
Hadn't noticed this since I hadn't tried flying against Shivan capships... but those pink beamglows must go :( Beam and glow should match.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Snail on December 13, 2008, 09:09:55 pm
Hadn't noticed this since I hadn't tried flying against Shivan capships... but those pink beamglows must go :( Beam and glow should match.
And they should look better than that too! Giant pink balls of death? What happened to those old ones which pulsed and radiated?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Droid803 on December 13, 2008, 09:14:14 pm
I petition for the return of BEAMGLOW4! (the pulsing, awesome red one in the MVP betas)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Snail on December 13, 2008, 09:18:26 pm
And no offense to Vasudan Admiral (really no offense, I know how much effort went into those), but the new warp things look weird... I liked the old ones which seemed a lot more deep, real and convincing.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on December 13, 2008, 10:14:05 pm
I petition for the return of BEAMGLOW4! (the pulsing, awesome red one in the MVP betas)
Bobboaus shivan beams were consistantly voted for, so that's what went in. However, moving away from the red-pink-white and adopting the usual red-yellow-white would require yet another beam overhaul. Maybe it'll happen, but no promises.

And no offense to Vasudan Admiral (really no offense, I know how much effort went into those), but the new warp things look weird... I liked the old ones which seemed a lot more deep, real and convincing.
Sounds like they're not for everyone I guess which is a shame, because as you say - a lot of effort went in. :(

Basically I was going for something that while much higher res than the originals, was also a lot closer to them in terms of motion and stuff. While the toxic sludge puddles from previous releases was a great effect, it felt more like a stargate event horizon and not at all like subspace from the freespace cutscenes.

That said, I'd still like to see the effects upgraded - because no matter how good anyone can make them look front on, side on they still all suck. We need some kind of volumetric/particle solution eventually. A model and transparent texture alone just can't do it.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Droid803 on December 13, 2008, 10:23:32 pm
I'm not talking about the beams, the red crackling energy in Bobbau's beams are wonderful, I'm talking about the beamglows.
The beamglow "beamglow4" matches more with Bobbau's beam than the one that came with it originally. Both look like they're crackling with energy.

The pink-ish glow fits more with the other candidate. (Yours, if I recall), and those two look great together. I've always thought the beam and glow matchings should be switched for the Shivan beams.

The new high-res subspace effect looks great when you use warp-effect to create a massive one on a knossos. :P Its also slightly creepy :D
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: General Battuta on December 13, 2008, 10:25:34 pm
Basically I was going for something that while much higher res than the originals, was also a lot closer to them in terms of motion and stuff. While the toxic sludge puddles from previous releases was a great effect, it felt more like a stargate event horizon and not at all like subspace from the freespace cutscenes.

That said, I'd still like to see the effects upgraded - because no matter how good anyone can make them look front on, side on they still all suck. We need some kind of volumetric/particle solution eventually. A model and transparent texture alone just can't do it.

I did see that intent, and I really appreciated the effort. It was a great artistic touch and a very faithful interpretation, and I'm really glad people have the option of using an effect that looks like an upgraded version of retail instead of an artistic reinterpretation.

Unfortunately, the 'event horizon' look from the MVP betas felt brighter, thicker, and deeper, which conveyed some of the depth that the subspace model in the Bastion warpout cutscene had.

Ideally, we'd want something that looked like that.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jadehawk on December 13, 2008, 10:30:30 pm
After spending many hours trying to get this working I gave up. I went as far as turning off all the features and it still locks up upon entering a mission. I also see this MOD is causing problems for people who are using ATI cards and wonder if this MOD has not been optimized for ATI use? That aside, I'm again asking if anyone can give me some help getting mine working so I can get back to working on the Teeth of the Tiger MOD with this new 3.6.10 Media VP. Your help will be MUCH appreciated!
I downloaded each component separately instead of the one large file is that helps any.

I also did what was suggested and waited after I entered the mission to see if it clears up and after 5 min it still is frozen. The music stops playing about 35 45 secons after entering the mission and you don't hear it again.

Since I could not get the MOD working, I went back to square one and applied everything according to page one of this thread. Here is my Debug spew:

Code: [Select]
==========================================================================
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.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -img2dds
  -snd_preload
  -mod mediavps
Building file index...
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'F:\FS2\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'F:\FS2\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'F:\FS2\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'F:\FS2\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'F:\FS2\FreeSpace2\mediavps\' ... 3 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'F:\FS2\FreeSpace2\' ... 153 files
Searching root pack 'F:\FS2\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'F:\FS2\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'F:\FS2\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' ... 52 files
Found 19 roots and 13241 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1800 Series
  OpenGL Version    : 2.1.7976 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 342
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'lion1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x3c5e73c9, IBX checksum: 0xc04d2c9d -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'SM3-10.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
Loading model 'subspacenode.pof'
IBX: Found a good IBX/TSB to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0xe392fe28, IBX checksum: 0xff401c25 -- "subspacenode.pof"
Model subspacenode.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Starting mission message count : 205
Ending mission message count : 242
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0x22cae988, IBX checksum: 0xd147fc92 -- "fighter2t-02.pof"
Loading model 'cruiser2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2t-01.pof'.
IBX-DEBUG => POF checksum: 0x0d85086a, IBX checksum: 0xf17825c5 -- "cruiser2t-01.pof"
Allocating space for at least 17 new ship subsystems ...  a total of 200 is now available (17 in-use).
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'SuperCap2S-01.pof'
IBX: Found a good IBX/TSB to read for 'SuperCap2S-01.pof'.
IBX-DEBUG => POF checksum: 0x33218381, IBX checksum: 0xcf108ed4 -- "SuperCap2S-01.pof"
BMPMAN: Found EFF (supertile1-glow.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (supertile2-glow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (supertile3-glow.eff) with 40 frames at 30 fps.
BMPMAN: Found EFF (supertile4-glow.eff) with 40 frames at 30 fps.
Warning: Ignoring unrecognized subsystem fighterbay, believed to be in ship SuperCap2S-01.pof
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xade7973a, IBX checksum: 0x043c1c52 -- "fighter2t-03.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x13907ace, IBX checksum: 0x2d2ea707 -- "corvette2t-01.pof"
Loading model 'cruiser01x.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01x.pof'.
IBX-DEBUG => POF checksum: 0x8e7a6f04, IBX checksum: 0x7d5ab466 -- "cruiser01x.pof"
Loading model 'transport2t-01.pof'
IBX: Found a good IBX/TSB to read for 'transport2t-01.pof'.
IBX-DEBUG => POF checksum: 0x9f39d2a6, IBX checksum: 0x694d1e79 -- "transport2t-01.pof"
Loading model 'frigate2t-01.pof'
IBX: Found a good IBX/TSB to read for 'frigate2t-01.pof'.
IBX-DEBUG => POF checksum: 0x26425b71, IBX checksum: 0xcc61c428 -- "frigate2t-01.pof"
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x557cede4, IBX checksum: 0xf78a4f57 -- "freighter2t-01.pof"
Loading model 'cargo2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cargo2t-01.pof'.
IBX-DEBUG => POF checksum: 0x5f3f96b4, IBX checksum: 0xb6c2fe6e -- "cargo2t-01.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX/TSB to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0x80968918, IBX checksum: 0x9fdc6bdc -- "freighter02.pof"
Loading model 'cargo02.pof'
IBX: Found a good IBX/TSB to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x22a01ec5 -- "cargo02.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX/TSB to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xade7362a, IBX checksum: 0xc072f926 -- "freighter04.pof"
Loading model 'cruiser2V-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2V-01.pof'.
IBX-DEBUG => POF checksum: 0x79d317a1, IBX checksum: 0x08446254 -- "cruiser2V-01.pof"
Loading model 'science01.pof'
IBX: Found a good IBX/TSB to read for 'science01.pof'.
IBX-DEBUG => POF checksum: 0xf6071aaa, IBX checksum: 0x79b7f334 -- "science01.pof"
Unknown special object type $reactor while reading model science01.pof
Loading model 'transport02.pof'
IBX: Found a good IBX/TSB to read for 'transport02.pof'.
IBX-DEBUG => POF checksum: 0x39b9a865, IBX checksum: 0xb19e95a1 -- "transport02.pof"
Loading model 'freighter05.pof'
IBX: Found a good IBX/TSB to read for 'freighter05.pof'.
IBX-DEBUG => POF checksum: 0x2585d000, IBX checksum: 0xf2344eca -- "freighter05.pof"
Loading model 'cargo04.pof'
IBX: Found a good IBX/TSB to read for 'cargo04.pof'.
IBX-DEBUG => POF checksum: 0x0fc0049a, IBX checksum: 0x849ec006 -- "cargo04.pof"
Loading model 'cruiser2s-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2s-01.pof'.
IBX-DEBUG => POF checksum: 0x96a2dce5, IBX checksum: 0x68cccb53 -- "cruiser2s-01.pof"
BMPMAN: Found EFF (cruistiles4-glow.eff) with 37 frames at 25 fps.
BMPMAN: Found EFF (cruistiles5-glow.eff) with 37 frames at 15 fps.
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship cruiser2s-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xc3888eaf -- "fighter2v-01.pof"
Loading model 'miner2v-01.pof'
IBX: Found a good IBX/TSB to read for 'miner2v-01.pof'.
IBX-DEBUG => POF checksum: 0xeb027d61, IBX checksum: 0x9513a8f8 -- "miner2v-01.pof"
BMPMAN: Found EFF (miner02vtile04-glow.eff) with 58 frames at 10 fps.
Warning: Ignoring unrecognized subsystem miner02va-claw1, believed to be in ship miner2v-01.pof
Unknown special object type $elect01 while reading model miner2v-01.pof
Unknown special object type $elect02 while reading model miner2v-01.pof
Unknown special object type $elect03 while reading model miner2v-01.pof
Unknown special object type $elect04 while reading model miner2v-01.pof
Unknown special object type $elect05 while reading model miner2v-01.pof
Unknown special object type $elect06 while reading model miner2v-01.pof
Unknown special object type $elect07 while reading model miner2v-01.pof
Unknown special object type $elect08 while reading model miner2v-01.pof
Loading model 'cruiser03.pof'
IBX: Found a good IBX/TSB to read for 'cruiser03.pof'.
IBX-DEBUG => POF checksum: 0xd227e3e6, IBX checksum: 0xa9c02286 -- "cruiser03.pof"
BMPMAN: Found EFF (cruiser03-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (cruiser03-01-glow.eff) with 37 frames at 15 fps.
Loading model 'fighter03.pof'
IBX: Found a good IBX/TSB to read for 'fighter03.pof'.
IBX-DEBUG => POF checksum: 0x5d2c0133, IBX checksum: 0x1afed95b -- "fighter03.pof"
BMPMAN: Found EFF (fighter03-01-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber2s-02.pof'
IBX: Found a good IBX/TSB to read for 'bomber2s-02.pof'.
IBX-DEBUG => POF checksum: 0xa863356f, IBX checksum: 0xa2a9ba52 -- "bomber2s-02.pof"
BMPMAN: Found EFF (bomber2s-02-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber08.pof'
IBX: Found a good IBX/TSB to read for 'bomber08.pof'.
IBX-DEBUG => POF checksum: 0x7b356a24, IBX checksum: 0x80bfc26a -- "bomber08.pof"
BMPMAN: Found EFF (bomber08-01-glow.eff) with 36 frames at 25 fps.
Loading model 'bomber2s-01.pof'
IBX: Found a good IBX/TSB to read for 'bomber2s-01.pof'.
IBX-DEBUG => POF checksum: 0x3987c5bd, IBX checksum: 0x4d3ff31a -- "bomber2s-01.pof"
BMPMAN: Found EFF (bomber2s-01-glow.eff) with 37 frames at 30 fps.
Loading model 'bomber10.pof'
IBX: Found a good IBX/TSB to read for 'bomber10.pof'.
IBX-DEBUG => POF checksum: 0x633f6999, IBX checksum: 0x7392bb67 -- "bomber10.pof"
BMPMAN: Found EFF (bomber10-01-glow.eff) with 37 frames at 25 fps.
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x2a94b7b8, IBX checksum: 0x38c2bcca -- "fighter01.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 400 is now available (203 in-use).
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'Starfield.pof'
IBX: Found a good IBX/TSB to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
Loading model 'bonus2t-02.pof'
IBX: Found a good IBX/TSB to read for 'bonus2t-02.pof'.
IBX-DEBUG => POF checksum: 0x1a90f6ee, IBX checksum: 0x3f61d8d9 -- "bonus2t-02.pof"
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 344 new ship subsystems ...  a total of 600 is now available (235 in-use).
About to page in ships!
ANI shieldft-02 with size 112x93 (27.3% wasted)
ANI shieldft-02x with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
ANI shieldfv-01 with size 112x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
ANI shield-f03 with size 112x93 (27.3% wasted)
ANI shield-b08 with size 112x93 (27.3% wasted)
ANI shieldbs-01 with size 112x93 (27.3% wasted)
ANI shieldbs-02 with size 112x93 (27.3% wasted)
ANI shield-b10 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Alouqua_AniBitmap.eff) with 6 frames at 20 fps.
BMPMAN: Found EFF (particle_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (SbeamAglow.eff) with 24 frames at 40 fps.
BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 55 fps.
BMPMAN: Found EFF (TbeamAglow.eff) with 30 frames at 30 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'tagb.pof'
IBX: Found a good IBX/TSB to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x332af7cb, IBX checksum: 0x14d7a019 -- "tagb.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX/TSB to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xaef706c7, IBX checksum: 0x9b2555c2 -- "infyrno.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX/TSB to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0xa2927569, IBX checksum: 0xcd80e6f0 -- "S_Rockeye.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX/TSB to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0xfbbc719d, IBX checksum: 0xdad1917b -- "S_Harpoon.pof"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x843f2910, IBX checksum: 0x3d8ebd88 -- "S_Trebuchet.pof"
Loading model 'ShivanCluster.pof'
IBX: Found a good IBX/TSB to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x8307955d, IBX checksum: 0x1c84c70c -- "ShivanCluster.pof"
Loading model 'S_Bomb.pof'
IBX: Found a good IBX/TSB to read for 'S_Bomb.pof'.
IBX-DEBUG => POF checksum: 0x5d0706f9, IBX checksum: 0x7e75b232 -- "S_Bomb.pof"
Loading model 'S_MegaBomb.pof'
IBX: Found a good IBX/TSB to read for 'S_MegaBomb.pof'.
IBX-DEBUG => POF checksum: 0x8fb892cd, IBX checksum: 0x34edc2cc -- "S_MegaBomb.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "harbinger.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.pof"
Loading model 'S_Hornet.pof'
IBX: Found a good IBX/TSB to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xc71eb98d, IBX checksum: 0x209bce27 -- "S_Hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shieldft-02.ani with size 112x93 (27.3% wasted)
ANI shieldft-02x.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
ANI shield-f03.ani with size 112x93 (27.3% wasted)
ANI shield-b08.ani with size 112x93 (27.3% wasted)
ANI shieldbs-01.ani with size 112x93 (27.3% wasted)
ANI shieldbs-02.ani with size 112x93 (27.3% wasted)
ANI shield-b10.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2535/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 743,  Estimated count = 425
================================================
Received post for event GS_EVENT_RED_ALERT during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_RED_ALERT (57) in state GS_STATE_START_GAME (52)
ANI iconbonusherc with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconCirce with size 56x24 (25.0% wasted)
ANI iconBombardier with size 56x24 (25.0% wasted)
ANI iconCrossbow with size 56x24 (25.0% wasted)
ANI iconTrebuchet with size 56x24 (25.0% wasted)
ANI iconTagB with size 56x24 (25.0% wasted)
ANI iconInfyrno with size 56x24 (25.0% wasted)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_PromR.ani with size 332x304 (40.6% wasted)
ANI 2_Kayser.ani with size 332x304 (40.6% wasted)
ANI 2_Circe.ani with size 332x304 (40.6% wasted)
ANI 2_tornado.ani with size 332x304 (40.6% wasted)
ANI 2_cross.ani with size 332x304 (40.6% wasted)
ANI 2_trebuchet.ani with size 332x304 (40.6% wasted)
ANI 2_tagB.ani with size 332x304 (40.6% wasted)
ANI 2_infyrno.ani with size 332x304 (40.6% wasted)
Frame  0 too long!!: frametime = 77.118 (77.118)
Frame  0 too long!!: frametime = 0.251 (0.251)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_RED_ALERT (44)
Entering game at time = 103.325
Frame  1 too long!!: frametime = 0.983 (0.983)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Shade on December 13, 2008, 10:31:24 pm
Quote
However, moving away from the red-pink-white and adopting the usual red-yellow-white would require yet another beam overhaul
The problem isn't that the beams go red-pink-white. The problem is that the glows are just pink-white with no trace of red, very much unlike the beams themselves. The two effects are completely mismatched.

[attachment stolen by Slimey Goober]
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on December 13, 2008, 10:34:36 pm
Well I'll give it a look when I can, but I have a slightly more urgent project that needs 100% of my attention for a while. :nervous:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Shade on December 13, 2008, 10:36:58 pm
"Eventually" is more than I could ask for :) Just knowing that I won't have to go messing around with the effects myself to get good-looking Shivan beams is plenty good.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Droid803 on December 14, 2008, 12:05:08 am
Well, itsn ot too hard to swap...just extract the table and switch the instances of "SBeamAglow" for "Beamglow4" and it looks great. (might have to increase radius a bit though).
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: eliex on December 14, 2008, 01:06:25 am
Sorry that I'm a lost lamb at tabling . . . how do I switch SBeamAglow to Beamglow4?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 14, 2008, 02:49:15 am
You're running the game from a compressed NTFS filesystem?  Not something I would recommend, but whatever.  You need to get rid of the a_* vp files, lightspeed and nebulae, from your root folder.  Those really should never have been there, and you definitely don't want them there now with the new mediavps.  May or may not fix your crash, probably not, but it will prevent some other problems.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Enioch on December 14, 2008, 02:52:16 am
@ High Max: I've got a similar problem (see above) but for me, it only works with -no_glsl. Go figure... :doubt:

BTW, it appears both High Max and me are running a X1950Pro system. Interesting...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 14, 2008, 02:54:25 am
So is Tolwyn, and he's been having a similar problem with the recent  SCP builds.  High Max, did you try running with -no_glsl?  From what I can tell, it seems like the X1950 is reporting that it can work with shaders, but then one of the shaders is causing a crash on that card.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 14, 2008, 03:01:03 am
Also, Enioch, did you clean those non-retail VPs out of your root FS2 folder and try just running with the MediaVPs as a mod by themselves?  You shouldn't have any MV_ files in the main FS2 folder, nor any shader vp files as those are in the mediavps themselves.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Wanderer on December 14, 2008, 03:03:11 am
High Max...

Well... You do have mess in there do you... First the images of your freespace directory and the fs2_open.log do not really match... fs2_open.log reports that you have mediavp files from the previous release still in the MAIN freespace directory (which is a very bad thing). Second it shows you are running a 3rd part mod.


Actual reason for the crash would seem to be that you have somewhere in your mod defined a secondary weapon named 'SRed' and now the mediavp tables seem to be conflicting with that entry. This problem doesnt have much to do with mediavps though. Also using -noparseerrors flag is pretty much the same as begging the game to crash. Especially when modding as the various warnings are usually in the code for a reason.

So after you are sure you have no other mods than mediavps running then post a new fs2_open.log
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Enioch on December 14, 2008, 03:18:11 am
@chief: Yes, yes, yes, I did remove the non-retail vps. Yes, I am

running with the MediaVPs as a mod by themselves

Wanderer covered that angle. Still no luck, mate.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 14, 2008, 03:21:26 am
@chief: Yes, yes, yes, I did remove the non-retail vps. Yes, I am

running with the MediaVPs as a mod by themselves

Wanderer covered that angle. Still no luck, mate.

I know, but you seemed confused about what was actually a retail file and what was a MediaVP file.  Wasn't sure if that got sorted out yet.  I put a list of the retail vp files in another post just now here (http://www.hard-light.net/forums/index.php/topic,58337.0.html) in case you were wondering still.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Enioch on December 14, 2008, 03:27:35 am
Right, nice going with that post, chief! Good to have a sum-up. :yes:

But I got all the vps you mention in my root directory and no others.

BTW, I've been browsing through the directory for

Quote
to make sure nothing seems out of place

and I found a patchw32.dll there. Patch + Win32? No idea if this should be there. I'm not touching it yet; share your wisdom... :D
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Goober5000 on December 14, 2008, 03:29:48 am
And no offense to Vasudan Admiral (really no offense, I know how much effort went into those), but the new warp things look weird... I liked the old ones which seemed a lot more deep, real and convincing.
Sounds like they're not for everyone I guess which is a shame, because as you say - a lot of effort went in. :(
Well I want to add a very vocal counter-opinion.  This new subspace effect is GORGEOUS... absolutely FANTASTIC. :)  I loathed the previous effect; it looked like a garish knockoff that somebody dashed off without any consideration for how the retail effect looked.  But the new effect is great.  A hearty two thumbs up. :yes: :yes2:

And thumbs up to everybody for the rest of the stuff in the mediavps too. :nervous:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 14, 2008, 03:33:09 am
It's just part of the original retail patch system.  It doesn't work anymore, so you could delete it.  I'm guessing you installed from retail discs or GOG and not just copying over the retail vps to a new folder, so you probably have FS2.exe and FRED2.exe as well.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Enioch on December 14, 2008, 03:34:40 am
so you probably have FS2.exe and FRED2.exe as well.

 :nod:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 14, 2008, 03:35:58 am
Sorry that I'm a lost lamb at tabling . . . how do I switch SBeamAglow to Beamglow4?

You should go to FreeSpace Modding forum or read the Wiki to do that kind of edits now. I personally agree that those beamglows need to change, but we'll be in a horrible mess if we start to tell people how to mod in this particular thread. It's cluttered enough as it is.

High Max - did you post an old debug log? Based on the screenshot of your FS2 folder, those extra VP's shouldn't be there. Make sure you're still running a debug build and check the "created" date on the log to make sure it's actually what is happening. Or, make sure there are no files hiding outside the window bounds with the Big Icons view that's actually possible). In fact, when posting screenies like that, it's better to use the listing or details view rather than Big Icons.

Also,
Code: [Select]
Int3(): From d:\steven\projects\fsscp\svn trunk - camera code\code\globalincs\windebug.cpp at line 1319 means you aren't running a recent Nightly build as suggested (or your debug log is outdated).


Interestingly, it looks like the shaders aren't compiling for some reason on High Max' computer... :nervous: Might be ATi's bad drivers or something else, I don't know.


Regarding the subspace effect - I agree with Goober. There's a difference between an effect upgrade and a mod - upgrades are supposed to look like the original effect but better, while mods can look whatever their designer wants them to look like.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Enioch on December 14, 2008, 03:39:47 am
I hope it won't make it less detailed though.

It will. You'll lose normal maps.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 14, 2008, 03:40:24 am
There is only one type, but that type of NTFS has the option of compressing it.  Usually compressed NTFS files show up in blue, unless there's some other reason they'd be showing up that way.  It may be an individual file setting since they're not all blue.  You could try rightclicking on the drive those are on, and seeing if the Compress this drive... option is checked under General.

It should theoretically handle GLSL just fine, but for some reason a lot of people with X1950s are having trouble, so until it's sorted out we just need to know if that helps or not.  It's under the troubleshooting options, just check it and disable normals and see if that helps the stability.  You would still have Glow, Shine, and Env maps possible, but you may still want to try different combinations of those to see if it still breaks with no GLSL.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ShadowGorrath on December 14, 2008, 07:09:46 am
And no offense to Vasudan Admiral (really no offense, I know how much effort went into those), but the new warp things look weird... I liked the old ones which seemed a lot more deep, real and convincing.
Sounds like they're not for everyone I guess which is a shame, because as you say - a lot of effort went in. :(
Well I want to add a very vocal counter-opinion.  This new subspace effect is GORGEOUS... absolutely FANTASTIC. :)  I loathed the previous effect; it looked like a garish knockoff that somebody dashed off without any consideration for how the retail effect looked.  But the new effect is great.  A hearty two thumbs up. :yes: :yes2:

And thumbs up to everybody for the rest of the stuff in the mediavps too. :nervous:

I agree with that. These new subspace effects look more FreeSpacey than the ones in the previous mediavps.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Slime on December 14, 2008, 07:41:53 am
I agree with that. These new subspace effects look more FreeSpacey than the ones in the previous mediavps.

I agree to agree also. Not only is the new warp effect amazing in quality, it's the first MVP warp effect in some time that is very faithful to the original effect/concept. It's good to finally see something rivalling the retail cutscene s-vortexes. Great job fixing all the problems with the beams, especially the shivan ones are excellent now.

It was worth the wait. FSU never ceases to impress.

Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mobius on December 14, 2008, 09:08:09 am
Was it really necessary to remove all the "a" in texture names? :wtf:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on December 14, 2008, 09:18:13 am
Was it really necessary to remove all the "a" in texture names? :wtf:

Are you freakin serious? In either case, the answer is yes.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mobius on December 14, 2008, 09:23:01 am
But that kills many custom models using the old texture names... :(
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 14, 2008, 09:23:57 am
Was it really necessary to remove all the "a" in texture names? :wtf:

The a's were a remnant of the old retail mipmapping system where each LOD had a corresponding texture - shipA, shipB, shipC etc. This kind of mipmapping is a lot worse than texture mipmapping, which is done with the DDS textures, so LOD's don't need their own textures any more, so the lettering is not necessary any more and if it's left there it'll just work as catalyst for confusion for new modders and old ones.

So yes, it was necessary to remove the letter indexing where it isn't needed.

Is there something particular that this change breaks that can't be changed by texture name reassignment in PCS2?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on December 14, 2008, 09:26:38 am
Then they should have included those textures. The chances that a ship get's high poly-fied from one version to the other is bound to happen. So, anyone with custom Ulysses fighters should have had thier own textures.

But there is no intention for cruelty here. A compatibility pack of sorts is being made. But It will not have every texture renamed to suit a convention that is no longer required, only to assist with what has been removed in favor of what is new.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mobius on December 14, 2008, 09:30:26 am
Is there something particular that this change breaks that can't be changed by texture name reassignment in PCS2?

The main issue would be to open model lifes with PCS2 and make proper changes to texture names. I wonder how it's possible to edit so many files and re-release them.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on December 14, 2008, 10:43:43 am
Oh, you mean, like we did?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mobius on December 14, 2008, 11:31:01 am
I was refering to the countless custom ships, made by community modellers, which didn't end up in the Media VPs.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jadehawk on December 14, 2008, 11:47:36 am

OK, I FINALLY got the MOD working. My advise to anyone who is using a X1600, X1800 and X1900 series ATI cards to disable GLSL (shader) support as Chief explained. (thanks for that Chief!) I was able to turn on everything else, but make sure you have that GLSL turned off in the Troubleshoot section.

Now back to Teeth of the Tiger...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Galemp on December 14, 2008, 11:48:37 am
That's the responsibility of whoever's going to be using them, of course.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Droid803 on December 14, 2008, 11:48:58 am
I was refering to the countless custom ships, made by community modellers, which didn't end up in the Media VPs.

Well, I do that to all of them anyway. It only takes a few seconds per ship, though it does get repetitive.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on December 14, 2008, 12:10:15 pm
I was refering to the countless custom ships, made by community modellers, which didn't end up in the Media VPs.

And they are not in the mediavp's because they are not retail ships. As they are custom ships they probably already have (or should have) custom textures, yes?? And if it a mission mod that simply loads retail ship name, nothing breaks.

And so far, with every Campaign that was installed with The Installer that relies on just the mediavp's, there has not yet been a single occurrence of a problem that I have encountered yet. Why is that? Because things like that get checked. Which is one of the reasons why the release took as long as it did.

If you would like to support some examples, please feel free. And bear in mind, we have no issue with providing assistance to any mod maker who end's up with broken work because of the mediavp's. But it had best be because of the mediavp's and because they politely asked for assistance in a reasonable and intelligent fashion.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on December 14, 2008, 12:54:59 pm
I just realized that the log is not correct. It is because when it freezes, I always end the process in task manager and the log never updates, but I have no choice but to end it that way. I have no old vps in there and I have the mediavps selected as a mod.

Uh....say WHAT?

The log will always update to some degree just by launch of the game. If you can make it to the cutscene or pilot select screen, the log updates. Even on a core fatal crash before then, it always updates. It just won't continue past where it crashes.

Now, I am all for keeping an open mind, but I don't let the breeze whistle past my ears. Just sayin.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mobius on December 14, 2008, 01:09:45 pm
I was refering to the countless custom ships, made by community modellers, which didn't end up in the Media VPs.

And they are not in the mediavp's because they are not retail ships. As they are custom ships they probably already have (or should have) custom textures, yes?? And if it a mission mod that simply loads retail ship name, nothing breaks.

The FSU team should, in fact, work on the Media VPs and forget about custom ships. Upgrading them is up to their creators.

I wouldn't give for sure that custom ships use custom textures, however. They usually use retail textures. I guess it's easier for a modeller to use a texture the FSU upgrades continuously rather than create an exclusive texture that will be refered to as trash after 2+ years.

I can only imagine what is going to happen to INFR1...fortunately, future INF releases will all be standalone... :nervous:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on December 14, 2008, 01:33:15 pm
You know, the textures have been named that way since the betas...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on December 14, 2008, 01:35:07 pm
You know, the textures have been named that way since the betas...

*chuckles* I was going to say something, but that has too much cool in it for me to follow up on.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 14, 2008, 01:40:55 pm

The FSU team should, in fact, work on the Media VPs and forget about custom ships. Upgrading them is up to their creators.

Which is exactly what we do as FSU members. We have other stuff to do as well, but within the FSUpgrade project, we upgrade materials that appeared on the retail. Other stuff is in FS Modding and respective projects.

Quote
I wouldn't give for sure that custom ships use custom textures, however. They usually use retail textures. I guess it's easier for a modeller to use a texture the FSU upgrades continuously rather than create an exclusive texture that will be refered to as trash after 2+ years.

I can only imagine what is going to happen to INFR1...fortunately, future INF releases will all be standalone... :nervous:

Well anything that uses retail texture names will be able to fallback to the retail PCX textures. They aren't going anywhere from the retail VP's, so it won't break things, just make them a bit hideous. Custom models should use their own textures instead of slaving themselves to either retail or mediavps. If someone has had enough lack of foresight to do that while relying on mediaVP's, it's their fault that their stuff is failing.

Inferno is so old that it was made to work with retail, so it's more understandable if there are ships that use retail textures rather than dedicated ones - especially considering tiles - but otherwise a ship that doesn't appear in retail should use it's own texture... with it's own texture name.

Personally I think any mod should function without the MediaVP's and preferably be compatible with them.


And, yes. If you had a problem with the texture name change process, the betas have been out for a long time. A long time. Although since them, the amounts of "a"'s might have reduced further, but not by much.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 14, 2008, 02:02:44 pm
You can think as you want, but it doesn't matter now since I found that by disabling GLSL shader support, the problem is fixed. But I worry that disabling it makes the detail go down. It seemed to iin the tech database. That is not acceptable. I don't want that. What is the point of even using these new vps if I can't use them to the fullest? It must be the fact that I have Radeon. I hope there will be a way to fix this or I won't bother playing FS if it is going to sacrifice most of the detail.


I feel your pain but your attitude sucks.

It is not our fault that your hardware fails what it should be capable of doing. Save the fire and brimstone for customer complaints for ATi.

As to whether or not disabling GLSL reduces detail - it doesn't really. It reduces lighting quality by reverting to fixed render pipeline instead of using shaders for lighting, so you don't get normal maps and the overall quality of lighting is a bit lower than with the shaders. And previous mediaVP's (not counting the 3.6.10 Beta) never had any normal maps, so it isn't exactly a reduction in quality either way.

You can still use all the new models, maps and effects though, so it does make sense to use the new MediaVP's. You don't have to, though, if it is so frustrating to know that your hardware should be able to do more. It is your choice, but please stop polluting this thread with vitriolic comments, they are misplaced here.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 14, 2008, 02:03:04 pm
I won't bother playing FS if it is going to sacrifice most of the detail.
I'm increasingly worried that modern people are shallow and fail to see the inner beauty.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on December 14, 2008, 02:06:28 pm
Detail in what way? Lights and bangs are just as they should be in either case. All you loose are normal maps, and given the technical issues surrounding that model of card specifically and in relation to the drivers you are using means that normal maps are not supported on it, which means you never had them to begin with.

And the detail is there. And I don't hear Mac people saying they cannot use normal maps or shaders outside of windowed mode (or sometimes not even then) but none of THEM have posted such a wealth of contradictory information in requesting assistance NOR have they had any where the attitude of doing so.

So, if -no_glsl means you walk away from freespace, from what I have seen, we won't loose anything. It would be a damn shame if that were the case however. We enjoy having people here that are willing to enjoy what is here.

And we don't know _fully_ what the problem is with the x19## cards. Partially because of conflictive information. Partially because there are too many questions that make no sense. But I am in the process of getting an x300, x600, x1900 and x1950 to find out for myself.

And sometimes, you just have to realize and accept that you don't always get what you want. When you look at High Quality DX 10 screenshots of something like Crysis for example, do you decide your system should be able to get how that looks? Because it's not. And right now, at _this moment_ your system does not get normal maps/shaders.

Maybe.

We haven't even released the patch yet, which has some changes to the existing shaders. Care to stick around and see if it helps any?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Galemp on December 14, 2008, 02:09:44 pm
I wouldn't give for sure that custom ships use custom textures, however. They usually use retail textures. I guess it's easier for a modeller to use a texture the FSU upgrades continuously rather than create an exclusive texture that will be refered to as trash after 2+ years.

Curiously this is just what's been happening with Dark's mods. Back in the day, his textures and models were superb. I spent a lot of time redrawing and upgrading them for the FSPort MVPs, and I've even UV unwrapped the pylons. The old textures were certainly as good as anything :v: put out, and upgrading them was a pleasure.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Galemp on December 14, 2008, 02:14:13 pm
:rolleyes: Don't make me splitlock this thread.

Cease with the ad hominem arguments. We're all willing to diagnose and treat problems here if it's within our power to do so and it's in the spirit of fellowship within the community.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 14, 2008, 02:17:46 pm
I could _maybe_ see a log file not being updated, if perhaps some permissions got jacked and the engine ceased to be able to delete and overwrite an old log.  I could see this being more likely on Vista if the game weren't run as Administrator, but he's on XP it looks like, so I'm not sure.  Could still be possible it was locked somehow.  High Max, try deleting the old fs2_open.log file manually first and see if a new one is created.  We could still use some of the info in an attempt to try to circumvent this bug.

Max, Radeon is a good brand but ATi has shoddy OpenGL support.  Not as bad as Intel but still not the greatest.  They routinely don't work as expected.  On top of that, the GLSL code had high requirements to begin with, and only work with the newest of the new when it was first released to the public a year ago.  SM3.0 isn't properly implemented even on some cards you could pick up off of the shelf today.  I don't think it's going to work probably on anything less than a Radeon HD on a regular basis.  That's just the way the shader system was coded, it's not going to get fixed with a 'patch'.  Now, even without GLSL, your graphics are still better than they were a year ago as many problems with the last mediavps have been fixed, many models have been added, etc.  And by constantly stating that a patch should be able to fix it, almost to the point that it sounds like an expectation (especially when you said it was 'not acceptable' to turn down your graphics even the tiniest bit), it sounds like you're blaming everyone else for deeper problems between the engine and your line of hardware that are likely to never be avoided.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on December 14, 2008, 02:19:48 pm
Remember what I said about the freedom to express my opinion and that is one of the reasons for forums? I'm not breaking any rule and I'm saying how it is. I was thinking that the SCP can release a patch that allows to eliminate the problem and make it more compatible with all major video card brands. Radeon is a good brand and my drivers are up to datem so I expect no problemswith it working with games.

When did I say it was your fault? Did I say that? I'm not polluting the thread since I'm on topic the whole time and I have a right be upset, but I never said it was your fault and I didn't use one bad word or insult or anything.

I'm ok. I won't walk away from FS. I just know there is more to life. I can wait for a patch if I must

:wtf: No, you're not really breaking any rule, but you're whining like a three-year-old.

And what makes you think it is as simple as "making it compatible with everything"?  You wouldn't be saying that if you knew the kind of work that went into fixing compatibility issues with specific hardware, both on the code side and the models/textures side.

If you genuinely want to help fix an issue, then by all means, provide the information necessary to fix it, though in that case a major attitude overhaul is in order on your part.  But if all you want to do is whine, go do it elsewhere.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on December 14, 2008, 02:37:46 pm
Enough.

Srsly.

What we can do, will be done. If there is some issue with how the shaders are written that can be addressed, it will be. But do not expect miracles. Just because the drivers say the hardware can do something does not mean it will do it well.

On the issue of drivers: Yes, hardware wise, ATI makes some damn nice cards. I still own plenty as far back an the Original 32mb DDR AGP card. I still have a 3D Rage card. I still have an [email protected] card.

But thier drivers (and nVidia is just as at fault for this as well) are **** when it comes to the new supporting the old like it should because they want the "One driver to rule them all" approach, and it just. does. not. work.

When a completely new core line up comes out a new driver package for that cores features and cards needs to be made. The older ones can retain support and you can be sure that if/when they get updated, it will be to fix or improve something for that core/lineup. There is no guarantee of that today.

The newest drivers? DX10.1, Shader Model 4.1, OpenGL 2.1. Now, OpenGL 2.1 supports 2.0, and that is good. But the shader parser is still going to push all that it can.  And it is running on a DX 9.0c, Shader Model 3.0 (first generation card to support SM3.0 and the 1900 replaced a buggy 1800 flagship card) OpenGL 2.0 card. Something in there is not necessarily going to be good, from my experience. Additionally, the 1950 is the first ATI card to support Internal crossfire. So, with revamps from the flagship of the series (and the 1950 being a complete rebuild from the ground up), it doesn't surprise me that there is _some_ sort of issue.

What is most frustrating is the irrational turns of how the issue decides it is going to exhibit itself.

Once I get the cards' I'll know more. And while we will have a patch, and while the patch will include fixed (for completely different reasons) shader files, I do not promise that they _will_ do anything for this issue. I can only hope that they will.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Nawyria on December 14, 2008, 03:59:31 pm
I found an issue with the SVas and TerSlash beam sounds, here's the link:

Sound Issue with Terran and Vasudan beams (http://www.hard-light.net/forums/index.php/topic,58369.0.html)

Title: Re: RELEASE: 3.6.10 Media VPs
Post by: General Battuta on December 14, 2008, 04:17:40 pm
By the way, I've got an ATI Radeon HD 4870 and the new MVPs work beautifully.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ssmit132 on December 14, 2008, 06:01:05 pm
I wouldn't give for sure that custom ships use custom textures, however. They usually use retail textures. I guess it's easier for a modeller to use a texture the FSU upgrades continuously rather than create an exclusive texture that will be referred to as trash after 2+ years.

I can only imagine what is going to happen to INFR1...fortunately, future INF releases will all be standalone... :nervous:


That does make sense. But would it be right to assume now that the ones without the 'a' at the end are here to stay?

And, honestly, in Inferno, I would not have noticed that the models reverted back to retail maps unless you pointed it out:
(http://img171.imageshack.us/img171/3264/screen4228.png)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jadehawk on December 14, 2008, 08:06:24 pm
Here is a screen shot I just made using the new vps with the GLSL shaders turned off. As you can see, it's really quite nice.

(http://img.photobucket.com/albums/v104/Onyxwing2004USA/LastmissioninFS2.jpg)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on December 14, 2008, 08:40:10 pm
To be honest that's not the best picture to use, it doesn't show anything up close.

Something I've been wondering, the Pegasus used to have pulsating EM paths where there was blue lines, although as of now I haven't seen that effect anymore, where can I get that effect again?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on December 14, 2008, 08:49:51 pm
To be honest that's not the best picture to use, it doesn't show anything up close.

Something I've been wondering, the Pegasus used to have pulsating EM paths where there was blue lines, although as of now I haven't seen that effect anymore, where can I get that effect again?

The animated glow map was deemed inadequate due to distortion and being of smaller quality than the regular glow map.

And while I personally don't see the point of a stealth ship announcing itself by such an effect, I can admit a certain cool factor.

I'll work up something newer that is more suitable and of an appropriate resolution.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on December 14, 2008, 09:59:37 pm
Well, off you go then. Show us when you're done. :p
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: falcon2105 on December 14, 2008, 11:14:37 pm
Hello all,

Just incase you wanted more logs from ppl with that radeon error. I have an x1650 Pro from HIS, windows XP, catalyst 7.2 (Dont ask why, its an AGP card and ati's driver support blows for AGP so i can't play/run any 3D apps on anything but 7.2...woo) fresh install of fs2 and what not since i havent played in about a year. I couldnt run Flames of War or Warzone, but i could start the training missions from the old campaign and play through them w/o problem. Other games with shader model 3 (splinter cell double agent and such) work fine. I used that -no_glsl flag and everythings fine now. If you want me to give you an error log could you please remind me how haha, i've forgotten. And what does no_glsl do, just turn off shaders? And new stars look friggin great.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on December 15, 2008, 12:12:22 am
Thank you falcon2105.

Post logs here: http://www.hard-light.net/forums/index.php/topic,58371.0.html
Disregard the drivers links, yours will do just fine.

How to get a log:

Simply run any FSO nightly build that is fs2_open_3_6_10d-%date%_%svn-ver%.exe Note the D.

Go to %FS Install Dir%\data and open up fs2_open.log. Paste into code tags everything from the begining all the way to:
Code: [Select]
ANI cursorweb with size 24x24 (25.0% wasted)

And that will help immensely. Thank you for participating, while I want to get this working, I am glad that -no_glsl is letting it run for you. And yes, it just turns off the shaders, which are used on displaying the normal maps.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Charismatic on December 15, 2008, 12:13:19 am
Great job guys. Its about time :P
Ill have to figure out how the hell to replace 3 6 9, with 3 6 10 soon. That will be fun.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on December 15, 2008, 01:06:21 am
Great job guys. Its about time :P
Ill have to figure out how the hell to replace 3 6 9, with 3 6 10 soon. That will be fun.
I literally slapped MV_Complete into my older MediaVPs folder and that was all I needed to do.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on December 15, 2008, 01:09:40 am
Not recommended to use the newer vps alongside the older ones.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on December 15, 2008, 01:23:29 am
Probably, but I have yet to find a single problem.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 15, 2008, 02:35:51 am
Augh...don't do that.  Please.  Even if it doesn't seem to cause any trouble, you could just be hurting yourself and not know it.  Put the MV_Complete in a new folder, back up your old one first, whatever.  Just...don't put it in with the old ones.  That's like slapping these guys in the face after they went through all this trouble to make sure the layout worked as optimized as it could be.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on December 15, 2008, 02:52:09 am
Sorry, but doing it that way is stupid because no matter which your old version is, it will be overriding stuff in this VP set. If it's 3.6.8, all the 710 patches and mv_adveffects will take loading preceedence over MV_Complete. If it's the 3.6.10 betas, then MV_AdvancedEffects and MV_Assets will take preceedence over MV_Complete - which is even worse because it means you won't benefit in the slightest from the hundreds of model fixes we've made AS WELL as not seeing most of the new or upgraded effects.

So again, please just delete or move away the previous VP files.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: snake60 on December 15, 2008, 04:44:17 am
hello all,

another report from a 1950pro owner.

same problem than the others : frEEEEEEEZE :P

-no_glsl resolve the problem.

I know i don't have the last drivers (8.8 i think, so not too old), but if my log can help....

Code: [Select]
==========================================================================
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.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -3dwarp
  -warp_flash
  -snd_preload
  -mod mediavps
Building file index...
Found root pack 'D:\Games\FreeSpace2\mediavps\a_subspace.vp' with a checksum of 0x02b13584
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'D:\Games\FreeSpace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'D:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Games\FreeSpace2\mediavps\' ... 2 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\a_subspace.vp' ... 63 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\mv_music.vp' ... 32 files
Searching root 'D:\Games\FreeSpace2\' ... 7 files
Searching root pack 'D:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root 'f:\' ... 0 files
Found 18 roots and 12747 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1600x1200 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1950 Pro
  OpenGL Version    : 2.1.7873 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 358
Movie Error:  Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.453 (0.453)
Frame  0 too long!!: frametime = 0.365 (0.365)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 50 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 50 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX:  Warning!  Found invalid IBX file: 'warp.ibx'
IBX: Starting a new IBX for 'warp.pof'.
IBX: Starting a new TSB for 'warp.pof'.
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'SM1-02.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: Unknown
Using alternate ship type name: NTFr Triton
Using alternate ship type name: NTFr Poseidon
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTFr Poseidon
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Starting mission message count : 203
Ending mission message count : 239
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xa59230ad, IBX checksum: 0xb499bcbf -- "fighter2t-05.pof"
Loading model 'cargo02.pof'
IBX: Found a good IBX/TSB to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x22a01ec5 -- "cargo02.pof"
Allocating space for at least 0 new ship subsystems ...  a total of 200 is now available (0 in-use).
Loading model 'cargo03.pof'
IBX: Found a good IBX/TSB to read for 'cargo03.pof'.
IBX-DEBUG => POF checksum: 0xd677638e, IBX checksum: 0x6d453f00 -- "cargo03.pof"
Loading model 'Platform2T-01.pof'
IBX: Found a good IBX/TSB to read for 'Platform2T-01.pof'.
IBX-DEBUG => POF checksum: 0xde76166c, IBX checksum: 0x64913910 -- "Platform2T-01.pof"
Loading model 'Base2r-01.pof'
IBX: Found a good IBX/TSB to read for 'Base2r-01.pof'.
IBX-DEBUG => POF checksum: 0x7c9a904e, IBX checksum: 0xa8880246 -- "Base2r-01.pof"
Warning: Ignoring unrecognized subsystem asteroid02a, believed to be in ship Base2r-01.pof
Warning: Ignoring unrecognized subsystem bunker01a, believed to be in ship Base2r-01.pof
Warning: Ignoring unrecognized subsystem bunker02a, believed to be in ship Base2r-01.pof
Warning: Ignoring unrecognized subsystem comtowera, believed to be in ship Base2r-01.pof
Warning: Ignoring unrecognized subsystem fighterbaya, believed to be in ship Base2r-01.pof
Warning: Ignoring unrecognized subsystem asteroid01a, believed to be in ship Base2r-01.pof
Unknown special object type $path29 while reading model Base2r-01.pof
Found live debris model for 'asteroid02a'
Found live debris model for 'asteroid02a'
Found live debris model for 'bunker01a'
Found live debris model for 'bunker02a'
Found live debris model for 'bunker02a'
Found live debris model for 'comtowera'
Found live debris model for 'comtowera'
Found live debris model for 'engine01a'
Found live debris model for 'engine01a'
Found live debris model for 'engine02a'
Found live debris model for 'engine02a'
Found live debris model for 'fighterbaya'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x557cede4, IBX checksum: 0xf78a4f57 -- "freighter2t-01.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX/TSB to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0x80968918, IBX checksum: 0x9fdc6bdc -- "freighter02.pof"
Loading model 'fighter13.pof'
IBX: Found a good IBX/TSB to read for 'fighter13.pof'.
IBX-DEBUG => POF checksum: 0xd89ee32d, IBX checksum: 0x7aee2523 -- "fighter13.pof"
Loading model 'bomber04.pof'
IBX: Found a good IBX/TSB to read for 'bomber04.pof'.
IBX-DEBUG => POF checksum: 0x8f2923fa, IBX checksum: 0x2fe40970 -- "bomber04.pof"
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'Starfield.pof'
IBX: Found a good IBX/TSB to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
Loading model 'astb03.pof'
IBX: Found a good IBX/TSB to read for 'astb03.pof'.
IBX-DEBUG => POF checksum: 0x5f11b621, IBX checksum: 0xc7fc5815 -- "astb03.pof"
Loading model 'astb02.pof'
IBX: Found a good IBX/TSB to read for 'astb02.pof'.
IBX-DEBUG => POF checksum: 0xedb70527, IBX checksum: 0xeaac8b8f -- "astb02.pof"
Loading model 'astb01.pof'
IBX: Found a good IBX/TSB to read for 'astb01.pof'.
IBX-DEBUG => POF checksum: 0x456e2605, IBX checksum: 0x719fe041 -- "astb01.pof"
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 130 new ship subsystems ...  a total of 400 is now available (73 in-use).
About to page in ships!
ANI shield-f13 with size 112x93 (27.3% wasted)
ANI shieldft-05 with size 112x93 (27.3% wasted)
ANI shield-b04 with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeam2Glow.eff) with 30 frames at 55 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0xc0f267c6 -- "stilettoII.pof"
Loading model 'belial.pof'
IBX: Found a good IBX/TSB to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0xb8ba8933, IBX checksum: 0x70b7a630 -- "belial.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'MX-50.pof'
IBX: Found a good IBX/TSB to read for 'MX-50.pof'.
IBX-DEBUG => POF checksum: 0x80ed0ef6, IBX checksum: 0x79a2a4ec -- "MX-50.pof"
Loading model 'Interceptor.pof'
IBX: Found a good IBX/TSB to read for 'Interceptor.pof'.
IBX-DEBUG => POF checksum: 0x3d4ed74c, IBX checksum: 0x6283fd66 -- "Interceptor.pof"
Model Interceptor.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shield-f13.ani with size 112x93 (27.3% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
ANI shield-b04.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1537/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 486,  Estimated count = 425
================================================
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconfighter2t-05 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconMX-64 with size 56x24 (25.0% wasted)
ANI iconTempest with size 56x24 (25.0% wasted)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 332x304 (40.6% wasted)
ANI 2_mx64.ani with size 332x304 (40.6% wasted)
ANI 2_Tempest.ani with size 332x304 (40.6% wasted)
ANI icont-cargoW with size 124x43 (32.8% wasted)
ANI FadeiconT-CargoW with size 124x43 (32.8% wasted)
ANI FadeiconT-CargoW.ani with size 124x43 (32.8% wasted)
ANI icont-freightercw with size 209x59 (7.8% wasted)
ANI Fadeicont-FreighterCW with size 209x59 (7.8% wasted)
ANI Fadeicont-FreighterCW.ani with size 209x59 (7.8% wasted)
ANI iconhighlight05 with size 206x206 (19.5% wasted)
ANI iconhighlight05.ani with size 206x206 (19.5% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
ANI iconhighlight02 with size 164x164 (35.9% wasted)
ANI iconhighlight02.ani with size 164x164 (35.9% wasted)
Frame  0 too long!!: frametime = 23.736 (23.736)
ANI icont-cargoW.ani with size 124x43 (32.8% wasted)
Frame  0 too long!!: frametime = 0.402 (0.402)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  39.887
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: maya on December 15, 2008, 11:16:52 am
Hiya.

So am i correct in saying i need to remove all of whats in the mediavps folder currently and copy the 3 new files mod.ini, FSU-MVP.bmp and MV_Complete.7z to the folder?

currently my mediavps folder contains.... mv_adveffects, mv_core, mv_effects, mv_models, mv_music, mv_textures.vp
mp-710_adveffects, mp-710_effects, mp-710_models.vp
sdr1119.vp
and ofc the data and cache folder.

shouldnt i keep the 710 vp and the sdr1119.vp files?

I just want to be certain.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 15, 2008, 11:18:06 am
Extract MV_Complete.7z to that folder, or copy MV_Complete.vp to it :)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 15, 2008, 11:20:50 am
shouldnt i keep the 710 vp
The mp-710 files are patches for the 3.6.8 MediaVPs. They have absolutely nothing to do with 3.6.10 MediaVPs and therefore they must go.

and the sdr1119.vp files?
As it has been repeatedly stated, the 3.6.10 MediaVPs inculde shaders, so there is no need for that separate shader vp anymore.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: maya on December 15, 2008, 11:30:46 am
OK thanks for that.

I started getting into FSO pretty late so theres still lots to catch up on but i have to say its nice that its all in one vp file now, it can get a bit confusing at times remembering what files i need and the ones i dont.

 :yes:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 15, 2008, 11:34:11 am
Granted, the complete one should only be used if you're certain you can use the Advanced Effects.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: maya on December 15, 2008, 11:48:18 am
the complete one should only be used if you're certain you can use the Advanced Effects.

I hope so :) , just about to test with the latest nightly so about to find out, plus i renamed the old mediavps folder to mediavpsold just in case.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vip on December 15, 2008, 01:24:45 pm
Okey, finally installed the new MediaVPs. After some version change (I was running on an XT build from like a year ago or so, though I never had any problems with it) and updating the vps from the 3.6.10 betas I was able to see the new effects.

Wow.

What you people did with some ships is just amazing. The Ulysses, the Ravana, the Demon and more are just BRILLIANT. However, I have some criticism for you people.

Firstly - what happened with some of the models that were in the 3.6.10 Betas ? I mean, I turn on the Hipocrates and I get an ugly, bricky retail model. I check the Orion, and I get the retail model that was just normal mapped. I go for the Lilith and Cain, and they are using retail models as well. The shock of this discovery was so big I nearly spilled my tea all over the keyboard. Could somebody explain to me what happened ? Also, some normal maps, for example on the Sobek or Hatshepsut, seem less noticable than in the Betas. Like they were not so "deep" as they should be. Perhaps that's artistic license, or the transition from builds just changed the shaders (well, I was working on the ones built into XT, remember).

Secondly, I have problems with beam sounds. There are none. It's just silent. I checked it only on the BFReds from the Bearbeating, so not sure if it's the case with all beams, but definitely could use a fix for this (sorry if there is one already, the 18 pages in this topic are a bit too much for my brain right now).

Nevertheless, great job. You did truly splendid job on this baby.

EDIT: Forgot to give my specs, since everybody else like to give theirs in here  ;) :
Core 2 Duo 2,66 GHz
2 GB DDR RAM
GeForce 8800GT 512 RAM on 175.19 drivers (the latest that work with Mass Effect :P)
WindowsXP
Latest nightly build from 14th December.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Rodo on December 15, 2008, 01:57:37 pm
I have to ask... hey guys have you changed something from the fs retail campaign? cause I just played bearbaiting and in the defriefing I get a text that says that the destroyer thebes was destroyed in the attack... but the thebes is a sobek in the mission.
I'm very confused right now  those shivan lazers got my mind spinning  :nervous:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 15, 2008, 02:01:06 pm
in the defriefing I get a text that says that the destroyer thebes was destroyed in the attack... but the thebes is a sobek in the mission.
Checked. That would seem to be a genuine retail blooper. Much like the Ravana-class "cruiser" Nebiros in Into the Lion's Den.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on December 15, 2008, 02:06:31 pm
Demon and more are just BRILLIANT. However, I have some criticism for you people.

I mean, I turn on the Hipocrates and I get an ugly, bricky retail model. I check the Orion, and I get the retail model that was just normal mapped. I go for the Lilith and Cain, and they are using retail models as well. The shock of this discovery was so big I nearly spilled my tea all over the keyboard. Could somebody explain to me what happened ? Also, some normal maps, for example on the Sobek or Hatshepsut, seem less noticable than in the Betas. Like they were not so "deep" as they should be. Perhaps that's artistic license, or the transition from builds just changed the shaders (well, I was working on the ones built into XT, remember).
Wait, what did they do with the Demon, it looks exactly the same to me.
The Lilith and Cain always used the same models with higher-resolution textures, the only acutal high-poly ship there is the Orion from what I remember.

Unless you've been downloading seperate HTL models...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Romanmolf on December 15, 2008, 02:09:19 pm
...some normal maps, for example on the Sobek or Hatshepsut, seem less noticable than in the Betas. Like they were not so "deep" as they should be. Perhaps that's artistic license, or the transition from builds just changed the shaders (well, I was working on the ones built into XT, remember).

I have that too. Is it a problem?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vip on December 15, 2008, 02:15:47 pm
...some normal maps, for example on the Sobek or Hatshepsut, seem less noticable than in the Betas. Like they were not so "deep" as they should be. Perhaps that's artistic license, or the transition from builds just changed the shaders (well, I was working on the ones built into XT, remember).

I have that too. Is it a problem?

Not really, merely an observation. I liked the previous stuff more, but that's also cool. Though I have a strange feeling that something's wrong with lightning, everything is far too bright, even with no ambient and no speculative light.

Demon and more are just BRILLIANT. However, I have some criticism for you people.

I mean, I turn on the Hipocrates and I get an ugly, bricky retail model. I check the Orion, and I get the retail model that was just normal mapped. I go for the Lilith and Cain, and they are using retail models as well. The shock of this discovery was so big I nearly spilled my tea all over the keyboard. Could somebody explain to me what happened ? Also, some normal maps, for example on the Sobek or Hatshepsut, seem less noticable than in the Betas. Like they were not so "deep" as they should be. Perhaps that's artistic license, or the transition from builds just changed the shaders (well, I was working on the ones built into XT, remember).
Wait, what did they do with the Demon, it looks exactly the same to me.
The Lilith and Cain always used the same models with higher-resolution textures, the only acutal high-poly ship there is the Orion from what I remember.

Unless you've been downloading seperate HTL models...

The Demon ? Have you seen the normal maps on it ? I barely recognised the ship at the first sight. As for the Lil' and Cain, they were definitely more high poly in the betas, I swear. Definitely not a case of seperate models, the only one I had before was the Apollo and the fixed model for Ravana. And the Orion looks just plain ugly when compared to the one that was in the 3.6.8 zetas/3.6.10 betas/done by Trashman. I mean, I know it should look like a brick, but I wouldn't take it as literally as the creators did :P
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 15, 2008, 02:50:44 pm
It was the consensus that lightening quite a few of the normal maps gave them a more realistic appearance.  I think the sobek's are much better now than the snakeskin look it had before, considering the size of the ship, ruts that deep just didn't sit right with me.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Galemp on December 15, 2008, 03:01:52 pm
whine

Let's have some before-and-after screenshots, and we'll point out what you need to do to get the effects you want. Especially if you have high-poly Hippocrates and Cain models we don't. :nervous:

I'm glad you like the Demon normal maps! The drastic changes were controversial for a while but I'm really happy they made it in.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Goober5000 on December 15, 2008, 03:03:42 pm
Granted, the complete one should only be used if you're certain you can use the Advanced Effects.
I'm curious as to why mv_complete even exists.  Why not just pack all the individual VPs into one .zip?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: karajorma on December 15, 2008, 03:07:01 pm
The only answer I can come up with is masochism. :p
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 15, 2008, 03:09:17 pm
The reason why there are many kinds of normal maps is because different people made them. GalEmp made the Demon normal map, and I made for example the Moloch main tile normalmap. Comparing these two ships is a pretty good way to figure out the differences between our opinions regarding the Shivan surface structure. I always interpreted the Shivan tiles more like some stone carved relief styled stuff like this (http://static.panoramio.com/photos/original/5796064.jpg) with two main elevation levels - "brighter" and "darker" plus some smaller detail - instead of more rounded shapes like the Demon has at the moment (and I'm probably going to make my own version of the Demon normal map for my own use because I don't especially like the rounded vesion, it just doesn't seem to follow the Shivan design features as I see them ;7). Creative differences, that's all.

On topic of Sobek/Hatshepsut normalmaps, thanks for the critique. The problem with the previous maps was that they were actually way too exaggerated, not exactly in depth but in width. And while they may have gotten people used to them, they definitely didn't depict the detail in the diffuse map but something totally different. The seams between the "scales" were ridiculously oversized - they were from the period when the normal maps were new and fancy and people tended to use the feature jsut for the feature's sake, which ended up making many ships look like party balloons with exaggerated surface detail on the normal maps. In fact, we had discussions about this in the internal, and it boils down to the question - do we want to use a feature just for feature's sake and have exaggerated surface detail that even a blind man could see them with their forehead, or to use the feature to depict the surface detail in the maps. You might guess in which camp I stand... :p

To be fair though, the Sobek/Hatshepsut normals weren't as bad as the original normal map for Perseus or some of the other early normalmap stuff, but the old tiles also had the tile's outline visible in the normal maps, creating a nasty effect with linear edges breaking the scales in half. In other words they were broken. So they had to be re-done, and the task befell to me. While I was at it I figured I'd make them actually match what you see in the retail (and upgraded) diffuse textures and the upgraded versions for them. And the lines apparent in those textures were actually surprisingly thin - you can check this easily by going to Ship Lab (press F3 in Mainhall), select Sobek, disable rotation, zoom into the bow area and switch normal maps on and off repeatedly in Rendering options, and you should see that the width of the seams now actually corresponds to what :v: designed the ships to look like. I also added a whole bunch of surface detail to the normals in addition to the seam lines and made higher resolution versions of the maps. Same applies to the Hatshepsut.

As far as depth goes: For their width, the lines are as deep as they can conceivably be; if you prefer the wider and thus deeper lines, grab the tiles from the beta VP's (if you can tolerate the tiling edges crisscrossing through the panels). Due to how the normal map concept works, the apparent depth of normalmapped detail is limited by the size of the detail. The normals have a certain maximum "slope" or angle that they can tilt the surface to. For example, if you have a 20 cm long ruler and you place it at 45 degree angle vertically, and a 2 metres long two-by-four plank, the end of the plank is about ten times higher than the end of the ruler. In case of normal maps, this means that the only way to increase the depth of an already fully tilted seam line is to increase the width of the seam, which would break the original design of the ship - and while we do take some artistic lisence, this is still FreeSpace Upgrade project. Modded stuff is found in FS Modding forum, and I'll be more than happy to help on how to find and use for example old normal maps if you prefer them.

Also... stuff from FS Modding often ends up into MediaVP's in one shape or form, especially if it upgrades stuff that appears in Retail FS2. So if you have a vision that deeper tiles would look better on Sobek/Hatshepsut, you can go there, find information on how to make normal maps, and make fixed versions (without tile outlines) of the deep seamed old normal maps, and if enough people prefer them to mine, I don't have anything against them being used in the next set of MediaVP's. :)


Goober: The MV_Complete exists because it can do without the lower detail effects (and, partly, maps) in Effects and Assets respectively, and just have the high-res/animated versions of them. So it's a bit smaller in total file size.

Masochism is also acceptable explanation. :lol:


Regarding lighting levels:

You should go and take a look at the wiki page about Command Line (http://www.hard-light.net/wiki/index.php/Command-Line_Reference#Graphics_2) and how to edit lighting values; personally, I use the following custom cmdline lighting setup: -no_emissive_light -ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5

Remember though that the lighting values are even more a personal preference than normal maps. If you don't like my setup, read the Wiki and edit the individual lighting values to your hearts' contents to find settings that you like. ;)
Title: 3.6.10 shivan beams
Post by: shiv on December 15, 2008, 03:28:19 pm
Well... Why the hell are they so pink, not red? It's upgrade, not modding. FS2 ones were more reddish.
Are you planning to impove them to red colour in further versions?
Title: Re: 3.6.10 shivan beams
Post by: Galemp on December 15, 2008, 03:36:51 pm
I take it you stopped reading this thread (http://www.hard-light.net/forums/index.php/topic,58230) before you got to this post? (http://www.hard-light.net/forums/index.php/topic,58230.msg1177540.html#msg1177540)

Merging soon, just waiting for you to notice.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 15, 2008, 03:37:14 pm
Just completely out of curiosity, why would it be called 3.7.1?  I'm curious how you jump a number like that in both the second and third digits.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Galemp on December 15, 2008, 03:47:28 pm
I've played a few missions up to the mission after "Mystery of the Trinity" and it seems that most models are not HTL'ed yet, but that is for 3.7.1, if they call the next vp release by that name.

Considering that there are about a hundred unique ship models in FS2, as well as a dozen missiles, and the amount of work that goes into handcrafted detailing and debugging each one (Ask about the Serapis, I dare you!) the fact that we have about 40% of them done is pretty good. And of course, those that haven't been totally remodeled still have high-res textures, glow maps, shine maps and normal maps, which make a huge difference. And that's not even getting into all the upgraded effects and backgrounds.

It is of course a continuous work in progress; and, like painting the Golden Gate Bridge, if we ever finish the entire thing, we'll probably have to start all over again at the beginning and re-do old, inefficient assets.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vip on December 15, 2008, 03:53:27 pm
(huge explanation about normal maps, artistic license and stuff)

Wow, thanks Herra for such a detailed post. It really cleared a lot of things I had on my mind. I don't really mind the new normal maps, it's just that as you said, I got used to the old ones. Add to this the jump from shaders from late 2007 to the ones that are in the new mediaVPs, and you should understand why I found it a bit strange.

whine

Let's have some before-and-after screenshots, and we'll point out what you need to do to get the effects you want. Especially if you have high-poly Hippocrates and Cain models we don't. :nervous:

I'm glad you like the Demon normal maps! The drastic changes were controversial for a while but I'm really happy they made it in.

Yeaaaaaaaah. I went to the betas and somehow, well, ermmmm... they're the same or worse than the current ones. Sorry for whining about the old models, looks like imagination worked too much or my memory failed me again :( Sorry for "accusing" you.
Title: Re: 3.6.10 shivan beams
Post by: shiv on December 15, 2008, 04:00:31 pm
Oups, sorry :nervous: :shaking:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on December 15, 2008, 04:03:31 pm
Okay, but if the model looks nothing like this: http://www.hard-light.net/forums/index.php/topic,27733.20.html I'm not convinced.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: neoterran on December 15, 2008, 09:11:59 pm
Okay, I just played through with 3.6.10 (i'm on OS X, so i don't have normal or env maps, but it's okay) and i must say the new warp really is a huge improvement. Not only is it truer to the original than the beta one, (and I was a fan of the beta one) but the scale looks better and it just looks more realistic. 

Thanks a lot VA !
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: neoterran on December 15, 2008, 09:17:22 pm
Oh, and I must say about normal maps, If they're not done properly (and properly is kind of subjective) they don't really add to the model, but maybe even detract a little. I'm glad they're generally getting better, the one on the Uly now is much better....
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: eliex on December 15, 2008, 10:55:05 pm
I will admit that so far I am pretty pleased while playing through with 3.6.10. I just hope that someday, that explosion effect called exp06.ani will be replaced. I always thought it looked like a poor effect and it is from Retail FS2 and is the one when a fighter or bomber explodes. But the Retail exp05.ani is still very nice.

Is it so hard to give credit? The 3.6.10 mediavps are brilliant, especially considering those who don't have decent computers.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on December 15, 2008, 10:57:05 pm
I'm not sure what the 1st and 2nd digits represent and if the 3rd digit is all you ever change, what is the point of having the first 2 digits? The next one will be called 3.6.11? Why not just call this release "Release 10" for example? Of course I know it is not the 10th release. I think more like the 6th official release.

The mediavp versions follow the SCP versions.  The SCP is at 3.6.10 right now, so that's why the mediavps are named as such.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on December 15, 2008, 11:11:00 pm
Wow. :eek2:The menus don't flicker anymore!

Anyways, fantabulous. I like how the normal mapping doesn't seem to to take any chunks from the performance. That said, is there an update to the videos-on-harddrive that I'm not aware off? They don't seem to playback properly (off-scalled).
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 16, 2008, 12:16:38 am
The numbering system had a plan at one point, but development has been much slower than any coder ever anticipated it would be.  We will probably keep releasing 3.6.x builds until the new pilot code is in place, and that would likely be 3.7.  Then the next bigger thing could even just bump it up to FSO4.  It's just a legacy thing though really.  It's not broke so don't fix it, but I am planning on tweaking it a bit.  In the future I think odd numbers are going to be testing releases and even numbers will be final.  So when people start saying they have 3.6.11 builds we'll know they're testing and no one thinks they have the forthcoming 3.6.12 stable build.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 16, 2008, 12:30:48 am
I don't know what's changing in the next MediaVPs.  I was referring to the numbering system of the SCP engine itself.  There is a list of assets that need to be upgraded, and one thing the staff is talking about is revisiting some older HTL models again.  Not gonna say too much more than that, it may already be too much :)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Aurora Paradox on December 16, 2008, 02:57:41 pm
That said, is there an update to the videos-on-harddrive that I'm not aware off? They don't seem to playback properly (off-scalled).

If your referring to the cut scenes I'm having the same problem.  The scaling isn't correct.

Config is as follows:

Pentium 4 2.4GHZ with HT
Ge Force 5200 FX
512 MB of RAM


Aurora Paradox
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: lefkos on December 16, 2008, 04:24:07 pm
for some reason i cant enable the normal maps
you have to active this option via the features tab right?
i tryed it with custom flags (-normal) this didnt worked unfortunately
did i do something wrong?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Rodo on December 16, 2008, 04:45:59 pm
for some reason i cant enable the normal maps
you have to active this option via the features tab right?
i tryed it with custom flags (-normal) this didnt worked unfortunately
did i do something wrong?

they should show when checking the "normal maps" option in the Graphics tab of the launcher.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 16, 2008, 04:52:56 pm
for some reason i cant enable the normal maps
you have to active this option via the features tab right?
i tryed it with custom flags (-normal) this didnt worked unfortunately
did i do something wrong?


You're not necessarily doing anything worngly, but here's how you can make us see what exactly you're doing:

Change your build into a debug build. Debug builds have a -d when normal (release) builds have an -r in the filename. Run the game using that, and then navigate into your ..\FreeSpace2\data\ directory, and post your fs2_open.log, that will tell us what you are doing and what your system is doing.

If your graphics processing unit can't handle the shaders, that should be apparent in the debug log too.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on December 16, 2008, 10:25:03 pm
Found out how to bypass shader problems in Mac by using -window.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on December 16, 2008, 11:39:47 pm
Windowed view however has it's own issues regarding performance. Granted, -no_glsl doesn't exactly render itself as it should by comparison to a windows or linux build.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on December 17, 2008, 12:41:58 am
It's still a bit...wrong...at certain places, but at least it's smooth and pretty much accurate. Compared to fullscreen, where all the light reflections are blocky... :nervous:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: neoterran on December 17, 2008, 02:17:49 am
Yeah it does suck, but it's much better than it used to be back in the day. I mean, when you're in the heat of battle now, it still looks damn good even without normals and bad lighting on the ships. It is much better loading stuff than it was back in 05, 06, When **** used to stutter like half life 2.

I prefer to run the mac in fullscreen without normals and with no_glsl. I have a feeling that nvidia cards are worse in window mode than ATI cards are.

I love 3.6.10. It's really come together. I'm so glad the asteroids are no longer gasoline ballons, that's huge for me, I hated that.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: dwlnetnl on December 17, 2008, 07:50:14 am
Since I upgraded to these media vp's I get a nice white bright background when I'm in mission. So nice isn't it?! No, not really. Here are my specs logs.

Code: [Select]
Hardware Overview:

  Model Name: MacBook Pro 15"
  Model Identifier: MacBookPro1,1
  Processor Name: Intel Core Duo
  Processor Speed: 2 GHz
  Number Of Processors: 1
  Total Number Of Cores: 2
  L2 Cache: 2 MB
  Memory: 2 GB
  Bus Speed: 667 MHz
  Boot ROM Version: MBP11.0055.B08
  SMC Version: 1.2f10

Running currently with version nightly-r5004, but it happens as well with n-r4870, n-r4985, n-r4989 and n-r4999 as well as 3.6.9.

Code: [Select]
==========================================================================
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.
==========================================================================
Opened log '/Users/dwlnetnl/Library/FS2_Open/data/fs2_open.log', Wed Dec 17 14:32:53 2008 ...
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -rearm_timer
  -targetinfo
  -3dwarp
  -warp_flash
  -mod mediavps
Building file index...
Found root pack '/Applications/Games/FS2_Open/mediavps/FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack '/Applications/Games/FS2_Open/mediavps/MV_Complete.vp' with a checksum of 0x31df7754
Found root pack '/Applications/Games/FS2_Open/FS2Demo.vp' with a checksum of 0xe3f32187
Found root pack '/Applications/Games/FS2_Open/multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack '/Applications/Games/FS2_Open/multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack '/Applications/Games/FS2_Open/root_fs2.vp' with a checksum of 0xce10d76c
Found root pack '/Applications/Games/FS2_Open/smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack '/Applications/Games/FS2_Open/sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack '/Applications/Games/FS2_Open/sparky_hi_fs1.vp' with a checksum of 0xc881671a
Found root pack '/Applications/Games/FS2_Open/sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack '/Applications/Games/FS2_Open/stu_fs1.vp' with a checksum of 0xf74f0afe
Found root pack '/Applications/Games/FS2_Open/stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack '/Applications/Games/FS2_Open/tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack '/Applications/Games/FS2_Open/tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack '/Applications/Games/FS2_Open/tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack '/Applications/Games/FS2_Open/tango_fs1.vp' with a checksum of 0x98f0f4cd
Found root pack '/Applications/Games/FS2_Open/tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack '/Applications/Games/FS2_Open/tangoB_fs2.vp' with a checksum of 0x0a5f4659
Found root pack '/Applications/Games/FS2_Open/warble_fs1.vp' with a checksum of 0x49c6c98d
Found root pack '/Applications/Games/FS2_Open/warble_fs2.vp' with a checksum of 0xd85c305d
Searching root '/Users/dwlnetnl/Library/FS2_Open/mediavps/' ... 1 files
Searching root '/Users/dwlnetnl/Library/FS2_Open/' ... 3 files
Searching root '/Applications/Games/FS2_Open/mediavps/' ... 0 files
Searching root pack '/Applications/Games/FS2_Open/mediavps/FS2OGGcutscenepack.vp' ... 10 files
Searching root pack '/Applications/Games/FS2_Open/mediavps/MV_Complete.vp' ... 5253 files
Searching root '/Applications/Games/FS2_Open/' ... 9 files
Searching root pack '/Applications/Games/FS2_Open/FS2Demo.vp' ... 157 files
Searching root pack '/Applications/Games/FS2_Open/multi-mission-pack.vp' ... 110 files
Searching root pack '/Applications/Games/FS2_Open/multi-voice-pack.vp' ... 307 files
Searching root pack '/Applications/Games/FS2_Open/root_fs2.vp' ... 157 files
Searching root pack '/Applications/Games/FS2_Open/smarty_fs2.vp' ... 0 files
Searching root pack '/Applications/Games/FS2_Open/sparky_fs2.vp' ... 3027 files
Searching root pack '/Applications/Games/FS2_Open/sparky_hi_fs1.vp' ... 1171 files
Searching root pack '/Applications/Games/FS2_Open/sparky_hi_fs2.vp' ... 1337 files
Searching root pack '/Applications/Games/FS2_Open/stu_fs1.vp' ... 1497 files
Searching root pack '/Applications/Games/FS2_Open/stu_fs2.vp' ... 2355 files
Searching root pack '/Applications/Games/FS2_Open/tango1_fs2.vp' ... 32 files
Searching root pack '/Applications/Games/FS2_Open/tango2_fs2.vp' ... 15 files
Searching root pack '/Applications/Games/FS2_Open/tango3_fs2.vp' ... 10 files
Searching root pack '/Applications/Games/FS2_Open/tango_fs1.vp' ... 69 files
Searching root pack '/Applications/Games/FS2_Open/tangoA_fs2.vp' ... 0 files
Searching root pack '/Applications/Games/FS2_Open/tangoB_fs2.vp' ... 0 files
Searching root pack '/Applications/Games/FS2_Open/warble_fs1.vp' ... 110 files
Searching root pack '/Applications/Games/FS2_Open/warble_fs2.vp' ... 52 files
Found 24 roots and 15682 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Apple Computer Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon X1600 OpenGL Engine
  OpenGL Version    : 2.0 ATI-1.5.36

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2048
  Max elements indices: 150000
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
No joysticks found
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 473
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.276 (0.276)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x3c5e73c9, IBX checksum: 0xc04d2c9d -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'Training-1.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Starting mission message count : 68
Ending mission message count : 105
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xa59230ad, IBX checksum: 0xb499bcbf -- "fighter2t-05.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
Loading model 'Drone01.pof'
IBX: Found a good IBX/TSB to read for 'Drone01.pof'.
IBX-DEBUG => POF checksum: 0xd98f0c89, IBX checksum: 0xabcb22fd -- "Drone01.pof"
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.2% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.2% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'Starfield.pof'
IBX: Found a good IBX/TSB to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
=================== STARTING LEVEL DATA LOAD ==================
About to page in ships!
ANI shieldft-05 with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.2% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.2% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1332/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 161,  Estimated count = 425
================================================
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
ANI cb_train-01_a.ani with size 440x200 (21.9% wasted)
ANI cb_train-01_b.ani with size 440x200 (21.9% wasted)
ANI cb_train-01_c.ani with size 440x200 (21.9% wasted)
ANI cb_train-01_d.ani with size 440x200 (21.9% wasted)
ANI cb_train-01_e.ani with size 440x200 (21.9% wasted)
No cached palette file
Frame  0 too long!!: frametime = 5.874 (5.874)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconfighter2t-05 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI iconT-fighter with size 24x29 (9.4% wasted)
ANI FadeiconT-fighter with size 24x29 (9.4% wasted)
ANI FadeiconT-fighter.ani with size 24x29 (9.4% wasted)
Frame  0 too long!!: frametime = 0.375 (0.375)
ANI iconT-fighter.ani with size 24x29 (9.4% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  16.546
VALIDATE INFO-LOG:
<EMPTY>
[*snip*]
VALIDATE INFO-LOG:
<EMPTY>
Frame  1 too long!!: frametime = 0.282 (0.282)
VALIDATE INFO-LOG:
<EMPTY>
[*snip*]
VALIDATE INFO-LOG:
<EMPTY>
Got event GS_EVENT_PLAYER_WARPOUT_START (41) in state GS_STATE_GAME_PLAY (2)
VALIDATE INFO-LOG:
<EMPTY>
[*snip*]
VALIDATE INFO-LOG:
<EMPTY>
Got event GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1 (44) in state GS_STATE_GAME_PLAY (2)
Hit target speed.  Starting warp effect and moving to stage 2!
VALIDATE INFO-LOG:
<EMPTY>
[*snip*]
VALIDATE INFO-LOG:
<EMPTY>
Got event GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2 (45) in state GS_STATE_GAME_PLAY (2)
Hit warp effect.  Moving to stage 3!
VALIDATE INFO-LOG:
<EMPTY>
[*snip*]
VALIDATE INFO-LOG:
<EMPTY>
Got event GS_EVENT_PLAYER_WARPOUT_DONE (46) in state GS_STATE_GAME_PLAY (2)
Player warped out.  Going to debriefing!
Got event GS_EVENT_DEBRIEF (33) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
Frame 672 too long!!: frametime = 0.328 (0.328)
Got event GS_EVENT_END_GAME (4) in state GS_STATE_DEBRIEF (27)
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame 672 too long!!: frametime = 0.271 (0.271)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
STUB: dscap_close in /Users/cliff/fs2_open/projects/My_Xcode/../../code/sound/ds.cpp at line 4378, thread 3653
Freeing all existing models...
... Log closed, Wed Dec 17 14:33:46 2008

What can be done to this?
Thanks.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 17, 2008, 08:00:13 am
Code: [Select]
Found root pack '/Applications/Games/FS2_Open/mediavps/FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
This one could actually be in your \FS2_Open\ folder.

Code: [Select]
Found root pack '/Applications/Games/FS2_Open/sparky_hi_fs1.vp' with a checksum of 0xc881671a
Found root pack '/Applications/Games/FS2_Open/stu_fs1.vp' with a checksum of 0xf74f0afe
Found root pack '/Applications/Games/FS2_Open/tango_fs1.vp' with a checksum of 0x98f0f4cd
Found root pack '/Applications/Games/FS2_Open/warble_fs1.vp' with a checksum of 0x49c6c98d
These look a lot like FSPort files, which means that they do not belong to \FS2_Open\.

Code: [Select]
Found root pack '/Applications/Games/FS2_Open/tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack '/Applications/Games/FS2_Open/tangoB_fs2.vp' with a checksum of 0x0a5f4659
You don't need these.

Code: [Select]
Searching root pack '/Applications/Games/FS2_Open/smarty_fs2.vp' ... 0 filesCurious. Your smarty is empty even though it should have 10 files (intel animations).

Now, I'm not sure how these things are done with Macs, but I'd recommend making sure your graphics drivers are up to date.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: dwlnetnl on December 17, 2008, 09:03:51 am
I've moved the files, removed tangoA and tangoB. smarty_fs2.vp was corrupt, so I replaced it. But after all, no difference.
With Derelict it has a dark background, but there are all kinds of white rectangles. It seems that some data can't be loaded or displayed? Also models in the HUD are withe and has no texture. It's the complete VP, I will try with the separated vp's. No differences. The first demo level (in the nebula) works well except that the HUD models are still white.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Renegade Paladin on December 17, 2008, 09:47:00 am
One thing. NEVER EVER POST TORRENTS FROM REGISTRATION ONLY TORRENT SITES WITHOUT HANDING OUT INVITES. PB or MN or IH would be better than demonoid.
[edit#2]seeding via demonoid torrent even tho i am extremely against demonoid.

You mean the direct links to torrent files (single VP (http://www.demonoid.com/files/download/HTTP/1717551/1727794) and multiple VP (http://www.demonoid.com/files/download/HTTP/1717549/15550146)) don't work? :nervous:

Because they sure do work for me...
No.  No they don't.  They work for people who are logged into Demonoid, and registrations are closed, so those of us who aren't already members are SOL. 
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on December 17, 2008, 09:57:12 am
Code: [Select]
Found root pack '/Applications/Games/FS2_Open/FS2Demo.vp' with a checksum of 0xe3f32187
This looks like an FS2 Demo file. I don't think you need it.

Code: [Select]
Found root pack '/Applications/Games/FS2_Open/multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack '/Applications/Games/FS2_Open/multi-voice-pack.vp' with a checksum of 0xd50e7442
What are these? I don't have them in my copy of FS2_Open and it works fine.

Your FS2_Open folder should only contain these .vp files:

root_fs2
smarty_fs2
sparky_fs2
sparky_hi_fs2
stu_fs2
tango1_fs2
tango2_fs2
tango3_fs2
warble_fs2
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 17, 2008, 10:01:16 am
Those files are multiplayer missions and voices for them, and since they won't be involved in playing through the FS2 campaign they theoretically don't cause any harm by being in the root dir, and besides that, the mediavp's have for a long time been non-multiplayer stats compatible.

As soon as the mvp3.6.10 become approved in the FS2NetD (don't know the status of this at the moment), they could be moved into mediavp directory, but otherwise it isn't harmful. As far as I know, anyway.

The demo file should be somewhere else though, I dont' know what dragons be there.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: dwlnetnl on December 17, 2008, 10:01:55 am
I've updated my last reply. The media vp's are working well in the nebula except white hud models, all other scenarios result in white. Complete or in pieces, no difference. That VP's are missions and sounds, they have nothing to do with the media vp's.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 17, 2008, 10:04:13 am
This sounds extremely remotely like the issue GTSVA was having a while back, except that in his case everything was white. Was fixed by updating graphics drivers.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 17, 2008, 10:20:32 am
Yes, it sounds like your GPU for some reason cannot use some resources and replaces them with void textures that appear as white.

The only thing I can think of that separates the starfield0001 texture from others is that it uses a pretty exotic form of DXT compression, so I'd like to ask you to test an uncompressed DDS version (http://www.mediafire.com/download.php?g5wgmlmwbmk) and/or TGA version (http://www.mediafire.com/download.php?tjwoykiimky).

Your card says it can handle 2048^2 sized textures, so I don't think that is the issue. If the uncompressed DDS or TGA versions don't work, we'll need to look at other solutions...

EDIT: DL links changed...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: dwlnetnl on December 17, 2008, 10:21:46 am
Recently the Mac OS X Leopard 10.5.6 update came out. I've that update so my graphic card drivers are up to date, when you suspect that Apple put the latest drivers in the update... :rolleyes:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Renegade Paladin on December 17, 2008, 10:28:50 am
  Enable Normal Maps
   (Personal preference) Enable 3D Shockwaves (switches shockwaves from always facing the camera to spawning with random orientations)
Neither of those options appear in the launcher. 

Also, how do I get the launcher to stop trying to use 3.6.9?  It won't change it; under Features it still has C:\Program Files\Freespace 2\fs2_open_3_6_9.exe in the first field, which is uneditable.  I tried just removing the 3.6.9 files from the folder entirely, and that disabled the game.  The 3.6.10 files in the downloads are in the folder where they should be, but they aren't being used. 
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 17, 2008, 10:30:17 am
There should be a Browse button right next to the field with the path to the exe...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Renegade Paladin on December 17, 2008, 10:34:12 am
There should be a Browse button right next to the field with the path to the exe...
Oh.  Duh.  I just didn't look above the tabs; I was looking at everything below.  Never mind me, then. 
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: dwlnetnl on December 17, 2008, 10:52:34 am
The only thing I can think of that separates the starfield0001 texture from others is that it uses a pretty exotic form of DXT compression, so I'd like to ask you to test an uncompressed DDS version (http://download191.mediafire.com/njdjt0g0wqpg/g5wgmlmwbmk/starfield0001_u888.7z) and/or TGA version (http://download56.mediafire.com/xdvn0natyt7g/tjwoykiimky/starfield0001_tga.7z).

The links aren't working.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: lefkos on December 17, 2008, 11:15:15 am
for some reason i cant enable the normal maps
you have to active this option via the features tab right?
i tryed it with custom flags (-normal) this didnt worked unfortunately
did i do something wrong?

they should show when checking the "normal maps" option in the Graphics tab of the launcher.


i mented this!
that option doesnt show up!

quote author=Herra Tohtori link=topic=58230.msg1179013#msg1179013 date=1229467976]
for some reason i cant enable the normal maps
you have to active this option via the features tab right?
i tryed it with custom flags (-normal) this didnt worked unfortunately
did i do something wrong?


You're not necessarily doing anything worngly, but here's how you can make us see what exactly you're doing:

Change your build into a debug build. Debug builds have a -d when normal (release) builds have an -r in the filename. Run the game using that, and then navigate into your ..\FreeSpace2\data\ directory, and post your fs2_open.log, that will tell us what you are doing and what your system is doing.

If your graphics processing unit can't handle the shaders, that should be apparent in the debug log too.
[/quote]

i will, starting now
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Renegade Paladin on December 17, 2008, 11:36:14 am
The normal maps option doesn't appear in 3.6.9; are you sure you've switched over to 3.6.10 in the launcher?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Something on December 17, 2008, 11:37:52 am
Maybe just wiping it all out and re start will work. There is something to be said about the old Windows method ^_^
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 17, 2008, 11:46:37 am
The only thing I can think of that separates the starfield0001 texture from others is that it uses a pretty exotic form of DXT compression, so I'd like to ask you to test an uncompressed DDS version (http://www.mediafire.com/download.php?g5wgmlmwbmk) and/or TGA version (http://www.mediafire.com/download.php?tjwoykiimky).

The links aren't working.


My bad. Fixed. :ick:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 17, 2008, 11:46:52 am
Again, if normal maps isn't an option in the launcher then check the build you're using.  You need to be using a recent 3.6.10 build not the 3.6.9 stable ones.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: lefkos on December 17, 2008, 12:08:59 pm
here's the log

this is my directory C:\Games\FreeSpace2\fs2_open_3_6_10.exe
i downloaded al the latest files
putted them in the MediaVPS folder

argh i hate this confusion

[attachment stolen by Slimey Goober]
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 17, 2008, 12:18:35 pm
Sigh... don't take this personally. It's just that this pattern repeats far too often.

Code: [Select]
Found root pack 'C:\games\freespace2\mediavps\mp-710_adveffects.vp' with a checksum of 0x55caf318
Found root pack 'C:\games\freespace2\mediavps\mp-710_effects.vp' with a checksum of 0xe22bdcc2
Found root pack 'C:\games\freespace2\mediavps\mp-710_models.vp' with a checksum of 0x20b9069a
Found root pack 'C:\games\freespace2\mediavps\mv_adveffects.vp' with a checksum of 0xfeb54970
Found root pack 'C:\games\freespace2\mediavps\mv_models.vp' with a checksum of 0xdf3d48e5
Found root pack 'C:\games\freespace2\mediavps\mv_textures.vp' with a checksum of 0x2c43a80e
Remove. Those are 3.6.8 MediaVPs.

Could someone include a "Step pi: Delete every goddamn piece of information in your \freespace2\mediavps\ directory before continuing" sort of thing to the first post?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: lefkos on December 17, 2008, 12:35:18 pm
ok i removed them.
but i still dont see a  normal maps option at the graphics :confused:
did i do something wrong again?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 17, 2008, 12:48:02 pm
1. Download the latest nightly build from here (http://www.hard-light.net/forums/index.php/topic,58446.0.html).
2. Extract the contents to your \freespace2\ folder.
3. Follow this rough manual (http://koti.mbnet.fi/reiler/buildswitchmanual.png).

If still no normal maps, your graphics card is inadequate.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: lefkos on December 17, 2008, 02:04:54 pm
1. Download the latest nightly build from here (http://www.hard-light.net/forums/index.php/topic,58446.0.html).
2. Extract the contents to your \freespace2\ folder.
3. Follow this rough manual (http://koti.mbnet.fi/reiler/buildswitchmanual.png).

If still no normal maps, your graphics card is inadequate.
thanks lob:)
that worked for me :D
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: dwlnetnl on December 17, 2008, 02:13:52 pm
Those starfield maps doesn't work. With normal maps on or off. I've put them (both one after another and together) in [fso_root]\data\maps directory. Can glowmaps or envmaps make the difference?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on December 17, 2008, 04:48:45 pm
Sigh... don't take this personally. It's just that this pattern repeats far too often.

Code: [Select]
Found root pack 'C:\games\freespace2\mediavps\mp-710_adveffects.vp' with a checksum of 0x55caf318
Found root pack 'C:\games\freespace2\mediavps\mp-710_effects.vp' with a checksum of 0xe22bdcc2
Found root pack 'C:\games\freespace2\mediavps\mp-710_models.vp' with a checksum of 0x20b9069a
Found root pack 'C:\games\freespace2\mediavps\mv_adveffects.vp' with a checksum of 0xfeb54970
Found root pack 'C:\games\freespace2\mediavps\mv_models.vp' with a checksum of 0xdf3d48e5
Found root pack 'C:\games\freespace2\mediavps\mv_textures.vp' with a checksum of 0x2c43a80e
Remove. Those are 3.6.8 MediaVPs.

Could someone include a "Step pi: Delete every goddamn piece of information in your \freespace2\mediavps\ directory before continuing" sort of thing to the first post?
Done. While I was writing the instructions, I had a section written up about deleting the old MVPs if they were there, but for some reason that bit vanished, leaving a bit of a hole in the process that plenty of people seem to have fallen through. :\

Those starfield maps doesn't work. With normal maps on or off. I've put them (both one after another and together) in [fso_root]\data\maps directory. Can glowmaps or envmaps make the difference?
Put them in [fso_root]\mediavps\data\maps, creating any folders that don't already exist.

Also, it might help if you could post a screenshot of what you see in-game. :)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Charismatic on December 17, 2008, 08:17:37 pm
Finally got everything downloaded. Ill give it a try!
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Tiponey on December 17, 2008, 08:56:37 pm
Well..... this is an awesome work !!!! thank to all the community for this release.... think it's christmas before christmas i didn't expect for this before 2009.... so just one stupid question : what is a .tsb file?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on December 17, 2008, 09:55:52 pm
1. Download the latest nightly build from here (http://www.hard-light.net/forums/index.php/topic,58446.0.html).
2. Extract the contents to your \freespace2\ folder.
3. Follow this rough manual (http://koti.mbnet.fi/reiler/buildswitchmanual.png).

If still no normal maps, your graphics card is inadequate.
Does the latest build fix the cutscenes, though?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on December 17, 2008, 10:15:36 pm
No.  No they don't.  They work for people who are logged into Demonoid, and registrations are closed, so those of us who aren't already members are SOL. 

The Direct to torrent file links do work if you have a torrent app. If all else fails, right click and choose save as. You do NOT need a registered membership to use them because it has mine embeded into it. Or, use the mirrors.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 18, 2008, 02:23:10 am
Sigh... don't take this personally. It's just that this pattern repeats far too often.

Code: [Select]
Found root pack 'C:\games\freespace2\mediavps\mp-710_adveffects.vp' with a checksum of 0x55caf318
Found root pack 'C:\games\freespace2\mediavps\mp-710_effects.vp' with a checksum of 0xe22bdcc2
Found root pack 'C:\games\freespace2\mediavps\mp-710_models.vp' with a checksum of 0x20b9069a
Found root pack 'C:\games\freespace2\mediavps\mv_adveffects.vp' with a checksum of 0xfeb54970
Found root pack 'C:\games\freespace2\mediavps\mv_models.vp' with a checksum of 0xdf3d48e5
Found root pack 'C:\games\freespace2\mediavps\mv_textures.vp' with a checksum of 0x2c43a80e
Remove. Those are 3.6.8 MediaVPs.

Could someone include a "Step pi: Delete every goddamn piece of information in your \freespace2\mediavps\ directory before continuing" sort of thing to the first post?
Done. While I was writing the instructions, I had a section written up about deleting the old MVPs if they were there, but for some reason that bit vanished, leaving a bit of a hole in the process that plenty of people seem to have fallen through. :\
Thank you most kindly.

1. Download the latest nightly build from here (http://www.hard-light.net/forums/index.php/topic,58446.0.html).
2. Extract the contents to your \freespace2\ folder.
3. Follow this rough manual (http://koti.mbnet.fi/reiler/buildswitchmanual.png).

If still no normal maps, your graphics card is inadequate.
Does the latest build fix the cutscenes, though?
We The coding people are working on it. You could also help, by going through at least some nightly builds trying to find out if one of them happened to play the cutscenes correctly. If you can find the latest build that scaled the videos properly, provide that information to the SCP people so that they can possibly try to find out if there is some new piece of code that is responsible and if it could be possible to fix it (again).
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: -Norbert- on December 18, 2008, 04:18:00 am
When I try to start the game with the 3.6.10 MediaVPs I get the following message:

Quote
Error: mv_strings-lcl.tbm is corrupt
File: localize.cpp
Line: 608


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081210_r4989.exe 009885b1()
    fs2_open_3_6_10d-20081210_r4989.exe 0098d2bb()
    fs2_open_3_6_10d-20081210_r4989.exe 00730e79()
    fs2_open_3_6_10d-20081210_r4989.exe 0073dd99()
    fs2_open_3_6_10d-20081210_r4989.exe 0073e10e()
    fs2_open_3_6_10d-20081210_r4989.exe 00c914a6()
    fs2_open_3_6_10d-20081210_r4989.exe 00c9132f()
    kernel32.dll 7c817067()
------------------------------------------------------------------

For me it looks like a corrupted file. The thing is, I got exactly the same error (and filesizes) after downloading the mv_complete twice (once form FSMods and the other time form Sectorgames), so I'm pretty sure that whatever the problem is, didn't happend during the download.
I'll try downloading the smallers VPs now and see if that'll help.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 18, 2008, 04:21:44 am
Waitwaitwait!

Wait.

Don't waste precious bandwidth. There's a temporary fix. Please wait while I find it.

Edit: Here (http://www.hard-light.net/forums/index.php/topic,58325.msg1177434.html#msg1177434).
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: -Norbert- on December 18, 2008, 04:32:51 am
Thanks very much :)

But this leads me to another question. Can I make a date\table folder in my mediaVP folder, or can I only put that table into the root\data\table folder.
I ask because I also kept the 3.6.8 MediaVPs in another folder in case a mod doesn't like the 3.6.10s and I think this table file could interfere with them.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 18, 2008, 04:35:53 am
Can I make a date\table folder in my mediaVP folder,
You can. And actually, you must. And that probably was a typo but just to be sure: the directory would be \freespace2\mediavps\data\tables
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: -Norbert- on December 18, 2008, 04:37:21 am
Yep, was just a typo. The 2nd time I got it right.

Thanks.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: TrashMan on December 18, 2008, 05:06:42 am
FYI guys, in my COTS campaign files I have the HTL Perseus and Ares with fixed insignias. Jsut though you might want to import the insiagnias from my files to have a complete fighter.

Oh...expect the HTL Demon...soon ;)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on December 18, 2008, 05:36:08 am
Oh...expect the HTL Demon...soon ;)
Freaking woot, wonder when the Cain / Lilith will be done after that.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: General Battuta on December 18, 2008, 08:36:28 am
I noticed that the Hecate and Deimos had a newer effect from 3.6.8 that when the engines are destroyed, you can actually see the engine physically destroyed into a heap of junk and some chunks of debris float off maybe. That is similar to the radar dish of the terran AWACs vessel. Are there more warships currently in the SCP that have that effect when the engine is destroyed? It would be neat that if someday, all warships from cruiser size and above have that effect when their engines are destroyed. Maybe even every subsystem on the warships having that effect when the subsystems are destroyed (a hole and chunks floating off).

They considered this, I believe, but as I recall there were a couple problems with it. The biggest one was this: if the ship's engine system was repaired via SEXP at any point in the mission, the damaged model would remain, and the thruster glows would just float in space in front of this hulk of slag. It looked pretty silly.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Galemp on December 18, 2008, 09:42:57 am
FYI guys, in my COTS campaign files I have the HTL Perseus and Ares with fixed insignias. Jsut though you might want to import the insiagnias from my files to have a complete fighter.

Super. Mind giving us a direct link, so we can put them in the patch?

And where's my Athena? :beamz:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: TrashMan on December 18, 2008, 01:09:59 pm
Conversion problems.. patience :P

My FS2 modding is in it's downtime, so I'm not working much, ergo it's going slowly. I could have had the Demon done by now, but I'm...doing other stuff. :P
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ssmit132 on December 18, 2008, 05:41:17 pm
And where's my Athena? :beamz:
Isn't the HTL Athena in the FSPort 3.1 MediaVPs? Unless it's not YOUR Athena.  :nervous:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: eliex on December 19, 2008, 01:13:36 am
And that too.  :D
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: CaptJosh on December 19, 2008, 01:48:07 am
Isn't there code for submodel replacement via SEXP?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Molybdenum on December 19, 2008, 04:55:28 pm
Quick question: are there any builds that run the 3.6.10 mvps and support text-to-speech? I've been looking for one to play Warzone but can't find any.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 19, 2008, 05:38:02 pm
Yeah I don't have the speech SDK installed anyway so I can't really make a build with it without investing quite a bit of time, so I'll just let whoever normally makes release builds start the RC line with speech and whatnot.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on December 19, 2008, 07:01:58 pm
I thought text-to-speech was a Windows-only feature.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Droid803 on December 19, 2008, 07:47:34 pm
Yes, there is a difference.
On each version's thread, it'll list the error it fixes.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mehrpack on December 19, 2008, 09:09:11 pm
hi,
great work guys, its woooohhhhooooo  :yes:
and the bugs, naa, if i compare this work with some commercial project, guys you easy wins!
so dont blame you to much self :).

Mehrpack
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on December 19, 2008, 09:28:11 pm
And where's my Athena? :beamz:
Isn't the HTL Athena in the FSPort 3.1 MediaVPs? Unless it's not YOUR Athena.  :nervous:
There is one but it doesn't have a canopy. :lol:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jim West on December 19, 2008, 11:01:26 pm
How do I get the nightly build file to show up anywhere in the  launchers browser?I can see it the freespace2 file but I cant find it in the launchers browser?And yes I am a computer tard.Any help would be appreciated.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Grimper on December 19, 2008, 11:06:23 pm
How do I get the nightly build file to show up anywhere in the  launchers browser?I can see it the freespace2 file but I cant find it in the launchers browser?And yes I am a computer tard.Any help would be appreciated.
You mean folder?

When you click the browse button in the launcher there should be a dropdown list saying what type of file to look for. By default it is Freesapce 2 Open.exe exe, but you can change it to "any exe".

However the nightly build IS a Freespace 2 Open exe, so if you cant see it, either you have the build in the wrong directory or you changed the file extension. The nightly build should be in your main Games/Freespace 2 directory.

If you do have the latest nightly build, you should be looking for a file called "fs2_open_3_6_10r-20081217_r5008.exe".
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on December 19, 2008, 11:34:45 pm
Hmm...It seems normal mapping does not work for me. :(  I only have a built-in nVIDIA GeForce GO 5200 32MB graphics card on a Tablet PC. Everything else looks purtty, though, especially with the higher poly modeled ships.

By the way, just what is the absolute minimum requirement for normal maps? I have the latest DirectX.

Edit 2: What are the default files on "Games\FreeSpace2\" suppose to be again? I have a list of .vp files lying dormant here, but I'm not sure again which ones are essential or left overs from previous SPC updates (it's been quite a long time):
Quote
root_fs2.vp
smarty_fs2.vp
sparky_fs2.vp
sparky_hi_fs2.vp
stu_fs2.vp
tango1_fs2.vp
tango2_fs2.vp
tango3_fs2.vp
warble_fs2.vp
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 19, 2008, 11:54:41 pm
Is there a difference with each updated nightly build? What is being fixed?

Like Droid said, in each post of a nightly is the log that was associated with that build in SVN.  It doesn't build if there were no changes, so any time there's a build, there's been at least one change made.  If you go to the svn browsers itself you can see the code that changed directly, but the logs are usually pretty explanatory.

Normal maps require a Shader Model 3.0 card, but there's still some issues with some of those cards.

sfried, that looks like the entire list right there, the only other vps you could have in your root folder are the multi mission and voice pack, and the ogg cutscenes.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on December 20, 2008, 02:40:28 am
sfried, that looks like the entire list right there, the only other vps you could have in your root folder are the multi mission and voice pack, and the ogg cutscenes.
I have all my ogg cutscens in "Games\Freespace\data\movies\" folder. That's what the previous SPC instructions told me to put it.

Since it seems my graphics card is out of range for Shader Model 3.0, should I just turn normal mapping off to save processing power for performance, or are there some special lighting effects tied to it?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 20, 2008, 03:08:52 am
Hmm...It seems normal mapping does not work for me. :(  I only have a built-in nVIDIA GeForce GO 5200 32MB graphics card on a Tablet PC.
No wonder.

How do I get the nightly build file to show up anywhere in the  launchers browser?I can see it the freespace2 file but I cant find it in the launchers browser?And yes I am a computer tard.Any help would be appreciated.
Did you extract the .7z file you downloaded? The .exe files are inside.

By the way, just what is the absolute minimum requirement for normal maps? I have the latest DirectX.
DirectX is unrelated to FSO (, in terms of graphics, that is).

sfried, that looks like the entire list right there, the only other vps you could have in your root folder are the multi mission and voice pack, and the ogg cutscenes.
I have all my ogg cutscens in "Games\Freespace\data\movies\" folder. That's what the previous SPC instructions told me to put it.
You could also have them in a .vp. I think the Installer downloads them in a .vp that is placed to \freespace2\. But individual ogg files in \freespace2\data\movies indeed work well, so don't worry about it.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 20, 2008, 01:25:29 pm
DirectX is unrelated to FSO.

Not exactly true. Direct3D isn't used (except with older builds you can select that if OpenGL simply doesn't work, but chances are D3D will still not work correctly), but for example game controller interface uses that part of DirectX (on windows builds), as far as I know anyway. Graphics is just a part of DirectX.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 20, 2008, 01:27:37 pm
Ah. Forgive my ignorance. The previous post shall be modified accordingly.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 20, 2008, 01:58:26 pm
sfried, the OGG Cutscenes .vp file goes in the root folder, if you have the individual .ogg or .mve cutscenes they go in data/movies.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: TrashMan on December 20, 2008, 04:44:45 pm
And where's my Athena? :beamz:
Isn't the HTL Athena in the FSPort 3.1 MediaVPs? Unless it's not YOUR Athena.  :nervous:
There is one but it doesn't have a canopy. :lol:

Which is completely my fault..a product of a missing texture during conversion  :o
I could graft some extra greebling on it while fixing hte canopy.

However, it will have to wait until I'm in the FS vibe again. Right now I have been striken with eh Wesnoth modding vibe. ;7
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jim West on December 20, 2008, 06:39:29 pm
Thanks for the help.I got the nightly build to were it needs to be. The only problem it shows up as a Fred2 exe. Ive downloaded three times and get the same thing every time?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Grimper on December 20, 2008, 06:52:35 pm
FRED2.exe is the retail version of FRED. In the nightly build you downloaded you should have received the following files:

fred2_open_3_6_10d-20081217_r5008.exe
fred2_open_3_6_10r-20081217_r5008.exe
fs2_open_3_6_10d-20081217_r5008.exe
fs2_open_3_6_10r-20081217_r5008.exe

Now in the launcher you want to be running the last file there.
Ignore FRED2.exe, you won't be using it unless you dont wanna use freespace open anymore.

EDIT: Have a look at this picture to see what you need to be doing.
To see the whole picture open it in a new tab or window by right clicking the picture and selecting"open in new tab" or "open in new window"
Whether you have tabs or not depends on what version of IE/Firefox you use. Get firefox if you dont have it....it pwns


[attachment stolen by Slimey Goober]
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jim West on December 20, 2008, 06:56:20 pm
Thanks Grimper. I seem to only have the one exe.I used extract now to extract the file.Should I use something else?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Grimper on December 20, 2008, 06:58:30 pm
Are you using windows? Not linux, mac etc.
I think you might be doing something wrong when extracting it. Like only extracting one file not all of them. Tell me what program you are using to extract the files as well.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jim West on December 20, 2008, 07:05:05 pm
I just found the extract tool in Free Download Manager.I didnt know it was even there.Ive only had it for three days.I have the four exe files.Thanks again.   Jim
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on December 20, 2008, 09:09:26 pm
Which is completely my fault..a product of a missing texture during conversion  :o
I could graft some extra greebling on it while fixing hte canopy.

However, it will have to wait until I'm in the FS vibe again. Right now I have been striken with eh Wesnoth modding vibe. ;7

Looks like a number of people here know The Battle for Wesnoth... :nervous:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on December 20, 2008, 09:14:20 pm
I'm pretty sure I've seen another thread like this, but I'm not sure if it's been reported to Mantis yet (although somebody already has):
(http://img.photobucket.com/albums/v283/sfried/screen0000.png)
Sathanas beam cannons are off. Using Revision 5009 (http://www.hard-light.net/forums/index.php/topic,58513.0.html).
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: eliex on December 20, 2008, 10:24:06 pm
There's a fix for it . . . stick the contents of this folder into your /mediavps/data/effects folder and the beams should look fine.

Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on December 20, 2008, 11:08:41 pm
Well for some reason, I never had the beams appear like that despite so many people having that problem. Maybe it is an issue with their hardware.

It was established long ago that the issue is associated with certain ATI hardware :doubt:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on December 20, 2008, 11:19:42 pm
Well hell, I'm fortunate to not be that guy then for once. :nod:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jim West on December 20, 2008, 11:26:26 pm
Well, it works.Its way better than my 3_6_9 dvd. The Freespace SPC team wins the internets. :yes:  Playing this was like watching "Star Wars" for the second time.

The only downside is I have now found a reason to upgrade my desktop.  :doubt: :nod: :nod:And the beam effects are the best yet.  Jim
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on December 20, 2008, 11:52:53 pm
I said it affects certain ATI hardware...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 21, 2008, 02:55:37 am
It can get boring unless it is interesting stuff.

Thank you Captain Obvious.  :)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on December 21, 2008, 05:47:34 am
I think it's pretty funny how you just zinged yourself there.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on December 21, 2008, 08:19:50 am
It was established long ago that the issue is associated with certain ATI hardware :doubt:
But I have an nVidia GeForce Go 5200 32MB.

There's a fix for it . . . stick the contents of this folder into your /mediavps/data/effects folder and the beams should look fine.

What fol...oh there. Thanks.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 21, 2008, 01:28:27 pm
That probably is old enough that it has the same problem the ATI hardware does.  The problem was with DDS files with one component of their resolution being incredibly small, like 4xsomething.  Nvidia probably just fixed it sooner, which is why you have go all the way back to a FX 5200 to see it.  And a Go at that.  I don't even know if that's like a regular 5200, cause mine has 256MB of ram.  How do the MediaVPs run on that hardware anyway?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on December 21, 2008, 07:50:38 pm
That probably is old enough that it has the same problem the ATI hardware does.  The problem was with DDS files with one component of their resolution being incredibly small, like 4xsomething.  Nvidia probably just fixed it sooner, which is why you have go all the way back to a FX 5200 to see it.  And a Go at that.  I don't even know if that's like a regular 5200, cause mine has 256MB of ram.  How do the MediaVPs run on that hardware anyway?
They run pretty rock solid. I'm able to run games like Half-Life 2 at 30fps with low shader settings, and I only have 32MB in this built-in card. The Media VPs run around the 50-60 mark with the occassional dip to 30-40. As I've said earlier, the normal maps don't show up, but the specular highlights and everything else still make it very good to look at.

I'm not so sure about the videos, since 3.6.9 never seemed run into the scaling problems at all.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 21, 2008, 09:36:13 pm
I didn't say it was bad.  I just said it probably has the same problem that older ATI hardware has.  Both companies probably ran into the problem at some point or another and coded in fixes or fixed it in hardware, but nvidia probably just got to it sooner.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on December 22, 2008, 01:03:55 am
Oh, but this is a forum don't you know? People can say as they like here about's, regardless of if it actually contributes anything.

Just saying.

And that post was old enough in the grand scheme of things that it possibly did not even warrant a response.

So let's try and keep this in relation to the 3.6.10 vp's.

Which reminds me, other than the already documented (albiet now hard to find posts) issues, has any one else noticed anything else that needs to be in the patch?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 22, 2008, 01:12:02 am
Why don't you speak in terms everyone can understand or do I have to go to the slang dictionary website?

Let's just find out, shall we (http://www.hard-light.net/forums/index.php/topic,58549.0.html)?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on December 22, 2008, 01:17:38 am
Other than changing the Shivan beam chargeup glows so they're not pink SGreen balls, just some more HTL models, everything else is good I think.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on December 22, 2008, 01:19:29 am
All that matters now is that it works perfectly also thanks to some experimentation on my part.

And a large part on the behalf of Reprobator, who posted the first link to an older ATi driver that began narrowing the issue down and the countless tests from members like Jadehawk and Falcon2105. Tolwyn and Mongoose were aware of the issue well before you ever posted. And only 4 messages from you in the thread that specifically related to the issue, but plenty of posts here that related to nothing at all.

So, what exactly is the point here? Pointing out how aggrieved you are?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on December 22, 2008, 01:20:28 am
Other than changing the Shivan beam chargeup glows so they're not pink SGreen balls, just some more HTL models, everything else is good I think.
There are no new completed HTL models, just a smoothing corrected lucifer that somehow got left out of this release. :nervous:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 22, 2008, 10:57:39 am
HM, it looks like 'Zing' is pretty well understood by the majority of the community here, so you're attack about how it's hard to understand slang seems pretty baseless at this point.

Also, I don't know how...on earth...you got that out of what Zacam said.  His problem is that you seem to be taking all the credit for solving your problem on your own, as if nothing in this thread helped you in reaching your solution, because your statement contains a certain air of...arrogance is the best word I can come up with.  Your interpretation of what Zacam said only seems to back it up as well.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: schorsche on December 22, 2008, 12:02:58 pm
Hello,

i have some problems with the new media vps

I followed the installation instructions on page one step by step, but if i want to run the game, the following error apperes:

Error: mv_strings-lcl.tbm is corrupt
File: localize.cpp
Line: 608


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081210_r4989.exe 009885b1()
    fs2_open_3_6_10d-20081210_r4989.exe 0098d2bb()
    fs2_open_3_6_10d-20081210_r4989.exe 00730e79()
    fs2_open_3_6_10d-20081210_r4989.exe 0073dd99()
    fs2_open_3_6_10d-20081210_r4989.exe 0073e10e()
    fs2_open_3_6_10d-20081210_r4989.exe 00c914a6()
    fs2_open_3_6_10d-20081210_r4989.exe 00c9132f()
    kernel32.dll 7c817067()
------------------------------------------------------------------

i habe tried with the complete download and with the single mediavps.
The game runs without the mediavps.

Does anybody know a solution for my problem?

With best wishes: Schorsch
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 22, 2008, 12:10:02 pm
http://www.hard-light.net/forums/index.php/topic,58325.0.html
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: schorsche on December 22, 2008, 12:21:45 pm
Thank you very much !!!
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 22, 2008, 09:29:31 pm
I think it's pretty funny how you just zinged yourself there.
...

All that matters now is that it works perfectly also thanks to some experimentation on my part.

And a large part on the behalf of Reprobator, who posted the first link to an older ATi driver that began narrowing the issue down and the countless tests from members like Jadehawk and Falcon2105. Tolwyn and Mongoose were aware of the issue well before you ever posted. And only 4 messages from you in the thread that specifically related to the issue, but plenty of posts here that related to nothing at all.

So, what exactly is the point here? Pointing out how aggrieved you are?
...

and of course...

HM, it looks like 'Zing' is pretty well understood by the majority of the community here, so you're attack about how it's hard to understand slang seems pretty baseless at this point.

Also, I don't know how...on earth...you got that out of what Zacam said.  His problem is that you seem to be taking all the credit for solving your problem on your own, as if nothing in this thread helped you in reaching your solution, because your statement contains a certain air of...arrogance is the best word I can come up with.  Your interpretation of what Zacam said only seems to back it up as well.
...If you don't like what I say and you don't like me, why bother wasting time quoting me like you want to fuel an argument?...

I'm just doing it for the lulz man.  I have to point out when someone is wrong on the internet (http://xkcd.com/386/).

Plus, it doesn't take the reading of many of your posts to see that you enjoy routinely accusing people of having no life.  In fact, pretty much everything you've been attacking others for is something you've done (except using slang, you've been sticking to your guns on that one).  I'm not saying no one else is doing these things, including myself, I'm just saying we're not being hypocrites about it.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: eliex on December 22, 2008, 09:37:02 pm
Max, do you have to make this kind of lecture like every 5th post you write?  Seriously, if you don't like it here, then just go. You poison these threads with negativeness and arrogance. The 3.6.10 mediavps are not just good. They are brilliant, awesome considering the team aren't paid for what they're doing but they produce graphics comparable to the latest games around.

To be honest, I think that you wouldn't even be here if the team had nothing to give to you or be useful in any way.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 23, 2008, 02:46:12 am
Max, do you have to make this kind of lecture like every 5th post you write?  Seriously, if you don't like it here, then just go. You poison these threads with negativeness and arrogance. The 3.6.10 mediavps are not just good. They are brilliant, awesome considering the team aren't paid for what they're doing but they produce graphics comparable to the latest games around.

To be honest, I think that you wouldn't even be here if the team had nothing to give to you or be useful in any way.
Agreematory.

It would indeed seem like you, High Max, think that playing video games == not having a life. What is wrong with you? Everyone here plays video games. That does not necessarily mean that they do it 24/7. Video games are a hobby. They are played when there is time from work/studies, other hobbies and such. Is that really the same thing as not having a life?

I, for one, really cannot keep a track on your statements. First you barge in here claiming that the new MediaVPs are bad because they have a few bugs. When someone points out that the number of bugs is relatively small compared to previous releases, you start a "I didn't say they're bad. I have a right for an opinion! I have a life, you don't!" rant, which doesn't make much sense. Then, some time later, some GPU-related issue is solved here and you arrive here to thank yourself for it. When someone points out that other people were also helpful, you start a "No, that's not what I meant. I don't want any credit. I have a life, you don't." rant, which again does not make sense.

Partially it would also seem that you think we don't have lives, because we spend time trying to help other members of HLP with any FreeSpace-related problems they might be having. I wouldn't call that "having no life", but rather a byproduct of maintaining a good, functioning community. The spirit here is high and we all behave well. You, on the other hand, seem to want to damage this community spirit every chance you get.

Now. You have the MediaVPs. You have some of your (FreeSpace-related) issues solved. Could you now stop trying to make each and every thread be about you?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: General Battuta on December 23, 2008, 11:13:47 am
Hurray! That was a laudable statement.

Let's move on.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: [Wolf]Maverick on December 23, 2008, 06:52:24 pm
Hi,
the 3.6.10.  mediavps are really great and awesome. But i have small bug with the beam of the BFRed. The graphic problem is a litte bit hard to explain, so i make a screenshot:

(http://img3.imagebanana.com/img/u18jkj0/screen0013.jpg)

All other beams work great, it just the big red one, which has additional green lines in it and at least twice the size of the regular beam.
Did someone else has the problem

I'm using:
AMD2+ 3x2300 GHZ
8 GB RAM
ATi X1950 PRo
Vista 64 Bit
fs2_open_3_6_10r-20081217_r5008.exe

Thanx
Nico
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on December 23, 2008, 07:06:05 pm
Yeah it's been looked into and appears to only affect some ATI cards with certain drivers. Here's the current fix:

POTENTIAL FIX FOR SHIVAN BEAM ISSUES

I would like to request anyone experiencing problems with the Shivan beams to download these 16x512 resolution (http://www.mediafire.com/download.php?yqq5mjmtlzl) textures and paste the three files (SBeamAB, SBeamAD and SBeamAE) into ..\FreeSpace2\mediavps\data\effects\. If that folder doesn't exist, create it.

This will be in the upcoming patch, so you'd be best deleting these files again once the patch is out. :)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: [Wolf]Maverick on December 24, 2008, 03:43:06 am
thanx, works great

Nico
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on December 25, 2008, 02:37:21 am
So I hear MV_Music was not included in the MV_Complete package (front page of thread)? Do I really have to stick it alongside MV_Complete in the same "Games\FreeSpace2\mediavps\" folder to hear music?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: eliex on December 25, 2008, 03:16:10 am
I think you can just put it directly in your root directory since its just music.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 25, 2008, 04:08:56 am
I think you can just put it directly in your root directory since its just music.
But it's still a "media improvement" so I'd say \freespace2\mediavps\. Just so that retail stays as retail as it can.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Kie99 on December 25, 2008, 11:38:02 am
(http://img.photobucket.com/albums/v517/kietotheworld/fdupbeams.jpg)

Using an Nvidia Geforce FX 5200.  Could the fact it's a widescreen have something to do with it?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on December 25, 2008, 12:00:26 pm
Look ... 5 posts above yours :wtf:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on December 25, 2008, 12:07:58 pm
I think (and hope) the purpose of that shot was not a support request per ce but instead to show that the issue isn't limited to ATi hardware/drivers, but rather to older GPU's in general. ShadowGorrath had the same issue with Intel integrated graphics, if I recall correctly (might've also been some older nvidia card), so it seems more dependant on the age of the hardware than the manufacturer.

Nevertheless, we've isolated the cause and distributed the fix to the issue, even though we still don't quite know what exactly is the reason some GPU's fail at using these files; they should be DDS standard-compliant (otherwise I don't think we could even save them as DDS files) so it leads me to think that some old GPU's don't fully support all the modern features of DDS specification, or some jazz like that. Screen resolution doesn't have anything to do with it, but the texture resolution does - original 4x1024 resolution beam haze textures caused problems on some GPU's, while the 16x512 resolution files I provided in the fix... fix it. :p

Isn't there a Common Issues thread that common issues could go in? :nervous:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on December 25, 2008, 12:27:56 pm
Isn't there a Common Issues thread that common issues could go in? :nervous:
Yes. But not on this board.

 :nervous:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on December 26, 2008, 12:57:22 am
All these disco Shivan beam cannons make me want to make a groovy mode mod.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on December 26, 2008, 02:58:11 am
I think something like color changing rainbow beams would be epic for a JAD addition.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ssmit132 on December 26, 2008, 04:42:44 am
If I recall correctly, someone made a Rainbow Lucifer with Rainbow beams, during that time someone (who escapes me for the moment) made VPs that made the Shivan ships all a different colour.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on December 26, 2008, 05:06:31 am
True, they have, and the blue Shivans look really cool, but the rainbow version wasn't that great, I was speaking more in the line of constantly changing color.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: SF-Junky on December 26, 2008, 04:39:48 pm
All these disco Shivan beam cannons make me want to make a groovy mode mod.
:D

Did you btw do any technical changes to those shivan weapons, or did you just take the specs of their Terran originals and change their names and .pofs?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: pecenipicek on December 26, 2008, 05:05:23 pm
I think i have a possible answer for you all with rainbow beams...  somewhat.

i remember that when normal maps were introduced they were for SM3.0 capable cards only. someone afterwards added some simplification of the code that would allow SM2.0 capable cards to render normal maps too. (this basically marked the engine switch from OpenGL 1.2 to OpenGL 2.0 or 2.1, not too sure bout that...)

it might be related to that particular shader code. i will test on my other pc if the disco beams of doom happen or not. (this pc has a geforce 9600GT, the old one has geforce 5700)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on December 26, 2008, 05:40:02 pm
Well apparently this fix already works - from the previous page:
Yeah it's been looked into and appears to only affect some ATI cards with certain drivers. Here's the current fix:

POTENTIAL FIX FOR SHIVAN BEAM ISSUES

I would like to request anyone experiencing problems with the Shivan beams to download these 16x512 resolution (http://www.mediafire.com/download.php?yqq5mjmtlzl) textures and paste the three files (SBeamAB, SBeamAD and SBeamAE) into ..\FreeSpace2\mediavps\data\effects\. If that folder doesn't exist, create it.

This will be in the upcoming patch, so you'd be best deleting these files again once the patch is out. :)

Seems to have worked for everyone who's tried it thus far.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on December 27, 2008, 09:40:01 am
I think i have a possible answer for you all with rainbow beams...  somewhat.

i remember that when normal maps were introduced they were for SM3.0 capable cards only. someone afterwards added some simplification of the code that would allow SM2.0 capable cards to render normal maps too. (this basically marked the engine switch from OpenGL 1.2 to OpenGL 2.0 or 2.1, not too sure bout that...)

it might be related to that particular shader code. i will test on my other pc if the disco beams of doom happen or not. (this pc has a geforce 9600GT, the old one has geforce 5700)
Wait, I thought normal mapping was only for Shader Model 3.0 cards?  'Cause my video card is Shader Model 2.0+ and I don't want to be let out from the normal mapping goodness. How exactly does it work in this game?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Renegade on December 27, 2008, 11:46:35 am
Thanks a lot for the Texture fix. It works properly.
I already use a ATI X800 Pro Card (SM2.0) and the Graphics are now awesome.

Greetings Peter
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: pecenipicek on December 27, 2008, 02:44:03 pm
I think i have a possible answer for you all with rainbow beams...  somewhat.

i remember that when normal maps were introduced they were for SM3.0 capable cards only. someone afterwards added some simplification of the code that would allow SM2.0 capable cards to render normal maps too. (this basically marked the engine switch from OpenGL 1.2 to OpenGL 2.0 or 2.1, not too sure bout that...)

it might be related to that particular shader code. i will test on my other pc if the disco beams of doom happen or not. (this pc has a geforce 9600GT, the old one has geforce 5700)
Wait, I thought normal mapping was only for Shader Model 3.0 cards?  'Cause my video card is Shader Model 2.0+ and I don't want to be let out from the normal mapping goodness. How exactly does it work in this game?
it was, but wanderer or someone tweaked the code to work with sm2 cards too.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: General Battuta on December 27, 2008, 06:54:56 pm
Man, all of High Max's posts vanished. Not just in this thread, but, apparently, everywhere. He's gone from 2^10 to 2^4.

Odd. Some kind of glitch? He was kind of charming, in a weird way.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: eliex on December 27, 2008, 07:00:08 pm
Yeah I noticed that. Is it another example of mass post recalculation through a glitch? Someone (forgot the name) had something similar. 4 000 posts reduced to 2 000.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Grimper on December 27, 2008, 07:34:53 pm
Man, all of High Max's posts vanished. Not just in this thread, but, apparently, everywhere. He's gone from 2^10 to 2^4.

Odd. Some kind of glitch? He was kind of charming, in a weird way.

Censorship maybe? From what i can glean from the replys he wasn't very flattering.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ssmit132 on December 27, 2008, 07:53:10 pm
A LOT of censorship, if that's the case.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: eliex on December 27, 2008, 08:07:39 pm
A LOT of censorship, if that's the case.

Indeed. He has lost virtually all his post history.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ssmit132 on December 27, 2008, 08:27:23 pm
 :shaking: Now I feel rather awkward...

For the record, I never said anything bad about you, even though that's not the point. I probably wouldn't have noticed anyway without anyone pointing it out. No offense, I just don't remember postcounts usually, except my own.

Back then I wasn't so grown up and I felt disgusted with myself as I was deleting the posts and reading them.
I posted something on Trainz's forums a while ago that makes me cringe now.  :ick:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on December 27, 2008, 08:53:22 pm
Just to be on the safe side, the Tech Room should display the normal map effects on ships, right? I still wondered why the Briefing Room models (the ones which appeared when you clicked on the icons during Briefing) and targeting system display the model but stripped of any effects. I know it's for performance reasons, but now the colors on the bare-bones models look screwed up.

Perhaps they could simply implement a simple lighting effect to "correct" the problem?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Droid803 on December 27, 2008, 08:54:18 pm
Is it just me, or did the Typhon get De-HTLized in the 3.6.10 release? It was HTL in 3.6.10 betas...  :nervous:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on December 27, 2008, 09:04:43 pm
:wtf: Uh, what?

And yes, the typhon, like the zephyrus before it was removed because it simply broke too many things and would have been too much time and effort to fix for relatively little gain. IIRC it caused a couple of inexplicable crashes from time to time, and to be totally honest none of us thought it was an improvement on the retail one.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on December 27, 2008, 09:22:17 pm
:wtf: Uh, what?
Oh sorry, didn't know you were talkigng about something else entirely.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on December 27, 2008, 10:13:06 pm
Oh well now you've removed your post it makes me look silly. :p
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Narvi on December 27, 2008, 11:10:33 pm
What did the HTL Typhon look like?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Grimper on December 27, 2008, 11:15:31 pm
It was very shiny and had pictures of fishes on it.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Droid803 on December 27, 2008, 11:24:41 pm
I thought the HTL Typhon looked decent.
Better than the retail one at any rate. At least it looked smooth. Of course, it could be better, but it does the job as a stand in.
I guess its a matter of preference.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on December 28, 2008, 12:29:24 am
I'm still as to which build of 3.6.10 had normal mapping support for Shader Model 2.0. Was it this (http://www.hard-light.net/forums/index.php/topic,55095.0.html) or this (http://www.hard-light.net/forums/index.php/topic,55190.0.html)?

taylor's test build (http://www.hard-light.net/forums/index.php/topic,58550.0.html) seems to have solved the cutscene problem. Hope the newer builds implement that code.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on December 28, 2008, 01:58:58 am
I'm still as to which build of 3.6.10 had normal mapping support for Shader Model 2.0. Was it this (http://www.hard-light.net/forums/index.php/topic,55095.0.html) or this (http://www.hard-light.net/forums/index.php/topic,55095.0.html)?

taylor's test build (http://www.hard-light.net/forums/index.php/topic,58550.0.html) seems to have solved the cutscene problem. Hope the newer builds implement that code.
Is "this" supposed to be the exact same post as "this?" :doubt:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on December 28, 2008, 04:08:39 am
Am I right to say that HTL is not the same as normal maps? :nervous:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ARSPR on December 28, 2008, 04:45:13 am
Am I right to say that HTL is not the same as normal maps? :nervous:

Yes, they're not the same.

HTL comes from Hardware Transform and Lighting. It refers to complex lighting and models which rely in GPU display processing rather than only on CPU one. But as a simplification, all the people use HTL as a synonym of "hi-polied" and therefore more detailed than original, specially when speaking about ship models.

Normal maps are special textures used to get that effect (tweaking light/shade per pixel you can get nearly 3D detail on a fully flat 2D surface). Mediavps include a lot of these textures even for low-poly retail models. These textures are not displayed, but they are just used to tell the normal map shader how to evaluate this effect on every "common" texture pixel.

(But, as you can suppose, normal map effect is done through GPU, not CPU. So in fact, normal mapping is a HTL one  ;))
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on December 28, 2008, 05:38:37 am
Calling them 'HTLed ships' and pretty much all varients of that is technically nonsense. They're more accurately described as high detail rebuilds or something, but we've just pinched the 'HTL' term to neatly abbreviate that concept into a distinctive upgraded vs not-upgraded tag. As long as I'm around the term will stick too. :p :D

Watch as the definition of 'HTLed' changes over time to include normal maps - just as it absorbed glow and shine maps before it. ;)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: pecenipicek on December 28, 2008, 06:42:21 am
I'm still as to which build of 3.6.10 had normal mapping support for Shader Model 2.0. Was it this (http://www.hard-light.net/forums/index.php/topic,55095.0.html) or this (http://www.hard-light.net/forums/index.php/topic,55095.0.html)?
no. keep searching.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on December 28, 2008, 02:06:10 pm
Is "this" supposed to be the exact same post as "this?" :doubt:
My bad. There was another normal map (http://www.hard-light.net/forums/index.php/topic,55190.0.html) issue build. I was wondering if that supported Shader 2.0...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on December 29, 2008, 11:59:44 am
I think that was not entirely correct.  The new shaders in the final MediaVPs do have some tweaks, to slightly lower the requirements among other things, but I don't believe it was dropped to SM2.0.   The way GLSL was implemented just could not work well at that level from what I understand.  All the OpenGL fixes Taylor and Echelon have been tinkering with in the last couple of weeks should be in a test build within a couple of days and in SVN within a week I hope.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: larryboy on January 01, 2009, 04:10:42 pm
New poster here, played the original FS2 back in 1999 and love that its updated! Great work!

Having issues getting normal maps working with 3.6.10

Im running iMac running XP under Bootcamp
GFX is ATI Radeon HD 2600 Pro

I have the 3.6.10 mediavps (mv_complete)

Im using the latest Nightly build (fs2_open_3_6_10r-20081231_r5024.exe)

I made sure the -height and -normal tags are present

I tried no shader vp, sdr1119.vp, shaders.vp, and sdr003.vp in the mediavps folder

As far as i can tell, no normal or height maps on the models, i use the F3 model viewer in the game, and the option to turn normal or height maps are nonexistant.

The only time i've seen normal maps work is if i use an old build from 2007 (fs2_open_3_6_10-20071028T.exe) but its slow as molasses and unplayable...

any ideas?
 Thanks!
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on January 01, 2009, 04:13:08 pm
I tried no shader vp, sdr1119.vp, shaders.vp, and sdr003.vp in the mediavps folder
The "no shader vp" option is (in any case) the correct one, since shaders are included in the MediaVPs now.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on January 01, 2009, 04:15:46 pm
Yeah, you probably have things set up correctly based on your description, it's just that macs have issues with the shaders (I have no further knowledge of the nature of the problem, the shaders just tend not to work AFAIK - I don't know if anyone exactly knows why they won't work).

You could try windowed mode (which apparently sometimes helps), or just not use them for now... :nervous:

EDIT: Strike that, you're using WinXP... dumb me.

Try using a debug build, then post the debug log that it generates at ..\FreeSpace2\data\fs2_open.log. Thats should tell us what's going on with the OpenGL initialization phase...

My gut feeling still says it might have something to do with your computer having "Mac" in it's name. Perhaps Apple GPU BIOS is wreaking havoc on the card's capabilities when you use XP drivers on it... or something. I dunno. POst the debug log and we'll know more. :p
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: larryboy on January 01, 2009, 04:21:11 pm
Wow.. thanks for the quick replies... yeah i removed the shader.vp file. Still no normal maps... granted even without normal maps, the game looks great, but after seeing a few shots of the ships with normals using the old 2007 build i mentioned.. man.. it looks AMAZING!
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: larryboy on January 01, 2009, 04:28:43 pm
My fs2_open.log is attached... can anyone discipher why normal maps arent loading?

[attachment stolen by Slimey Goober]
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on January 01, 2009, 04:54:13 pm
You seem to have the game set up correctly, but there is something weird going on...

First, I notice this...

Code: [Select]
-mod mediavps,mediavps
  -loadallweps
Building file index...
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Complete.vp' with a checksum of 0x31df7754
Found root pack 'C:\Program Files\Freespace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Complete.vp' with a checksum of 0x31df7754
Found root pack 'C:\Program Files\Freespace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16

since you have the mediavps as both primary and secondary mod, it's finding and apparently loading the two VP's there twice.

I don't think this should cause problems but it's wrong and should be fixed; either you have a mod.ini file on your main FS2 folder and you have also specified mediavps as a mod in the MOD tab of the launcher, or custom command line... Try selecting No Mod, or rename the mod.ini on the FS2 root directory as mod.ini.disabled or something like that so it doesn't interfere with anything for now.

Secondly, it seems FS2_Open isn't even attempting to compile the shaders as you run it. Normally, you would get a list of "compiling shader X" and whether or not it could do it, then it would tell if it's using GLSL or not. Usually this points to lack of shaders present or the GPU/drivers having missing extensions or something. However, as you have MV_Complete in your system, you do have the shader files so that isn't the issue... and indeed it seems there are two missing extensions, however I am not quite sure if they are crucial for the shaders to work or not (probably are and regardless of that it would obviously be preferable for them to be not missing)

Are your graphics card drivers up to date? Aside from that, I'm afraid my ability to help further is rather limited. :blah:


Also... for future reference, editing posts is preferable to double posting. These threads tend to get long enough without such help. ;)

Addendum: You would also do well to drop the -height flag for now. There shouldn't be any data that actually uses it in the MediaVP's - the height mapping doesn't seem to provide enough visual goods for the performance cost, so the height maps were dropped from the VP's. Normal maps are more than enough for all the ship models there are currently; height mapping works better on things such as terrain models and stuff like that...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: TrashMan on January 03, 2009, 07:23:21 am

And yes, the typhon, like the zephyrus before it was removed because it simply broke too many things and would have been too much time and effort to fix for relatively little gain. IIRC it caused a couple of inexplicable crashes from time to time.

Broke things? Caused crashes? When? What? (always worked fine for me)
How come nobody told me anything?


Oh, b.t.w - I've been getting PM asking me about the HTL Demon lately. Just to tell you guys - it's not dead, but it's not moving much lately. I've been working on it, but in the last few weeks I got an urge to mod something else, so it's kinda in a slow phase. Not to mention that no matter what I do, I hate the rear end :P
(http://img517.imageshack.us/img517/729/demon2iw3.th.jpg) (http://img517.imageshack.us/my.php?image=demon2iw3.jpg)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on January 03, 2009, 07:39:49 am
Guilty. :D
Glad to see progress on it, looking really nice there. :nod:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on January 03, 2009, 09:14:41 am
As I recall, opening the typhon caused an immediate CTD upon viewing it in the ship lab under debug - probably due to the missing texture.

Sorry Trashman, but the model also:
-> Had 3 additional textures over the already hefty 6 textures of the original
-> More turrets than the original, and though they don't actually fire unless table activated, they still look like turrets to players trying to disarm by sight
-> Lacked LODs and debris - the latter would have especially been a problem for a certain ST:R mission as it turns out
-> Replaced the hanger tubes that bend out of sight with an indented wall that docking fighters fly straight through whilst still in plain sight
-> At least doubled (sometimes much more) the tiling factor on every texture on the map, making the repeated patterns stand out rather painfully in a lot of places
-> Added only a small amount of smoothness to the surface and added very little in the way of detail beyond a handful of indents and a couple of extrusions not counting the added turrets

None of the team was willing to devote time to fix such issues, and so it was voted to remove it. I personally think of it more as a modification (upgunning) of the Typhon than a HTL upgrade in terms of detail added.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Narvi on January 03, 2009, 09:34:11 am
I don't suppose you could post a picture? It sounds interesting.  :drevil:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on January 03, 2009, 09:43:50 am
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Misc/TyphonComparison.jpg)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: TrashMan on January 03, 2009, 10:42:22 am
As I recall, opening the typhon caused an immediate CTD upon viewing it in the ship lab under debug - probably due to the missing texture.

Sorry Trashman, but the model also:
-> Had 3 additional textures over the already hefty 6 textures of the original
-> More turrets than the original, and though they don't actually fire unless table activated, they still look like turrets to players trying to disarm by sight
-> Lacked LODs and debris - the latter would have especially been a problem for a certain ST:R mission as it turns out
-> Replaced the hanger tubes that bend out of sight with an indented wall that docking fighters fly straight through whilst still in plain sight
-> At least doubled (sometimes much more) the tiling factor on every texture on the map, making the repeated patterns stand out rather painfully in a lot of places
-> Added only a small amount of smoothness to the surface and added very little in the way of detail beyond a handful of indents and a couple of extrusions not counting the added turrets

Which version of the Typhon did you use?
I know I have several. One where the extra turrets are modeled differently, so they look like panoramic windows, one without extra turrets ...and I know I did make a version with all lods.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on January 03, 2009, 11:32:17 am
I think that was not entirely correct.  The new shaders in the final MediaVPs do have some tweaks, to slightly lower the requirements among other things, but I don't believe it was dropped to SM2.0.   The way GLSL was implemented just could not work well at that level from what I understand.  All the OpenGL fixes Taylor and Echelon have been tinkering with in the last couple of weeks should be in a test build within a couple of days and in SVN within a week I hope.
I guess there goes my hopes for viewing normal maps with my measly built-in GeForce GO 5200. Still looks nice with all the other fancy effects, though. The only thing that sticks out is the Myrmadon model, which isn't as "shiny" as the rest.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Droid803 on January 03, 2009, 12:34:55 pm
Is it REALLY that hard to chop off turrets in PCS2?
There is a version with the (retail) Typhon debris, and with LODs.

However, the tiling factors should really be fixed, along with the stretching in front of the hangars, and the odd triangle in front of the bridge deck. A bit more detail to the front area would be very nice too.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Lukeskywalkie on January 03, 2009, 05:42:36 pm
Two things I dread - The yearly reformat of my entire computer, and the bi-annual reorganization of my freespace folder.  Not that I don't love the benefits that come along with both procedures.
This year, I've finally caved and started using Turey's installer, and I have but 1 question. Does Turey's handle this latest update? If not, what must be manually upgraded?
Thank you for your time.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on January 03, 2009, 06:42:41 pm
Which version of the Typhon did you use?
I know I have several. One where the extra turrets are modeled differently, so they look like panoramic windows, one without extra turrets ...and I know I did make a version with all lods.
To be honest, due to the nature of the typhon's main texture, I would say you couldn't have picked a more difficult ship to upgrade out of the entire FS fleet. ;) The details of the texture and the shape of the hull it's being applied to just do not mesh very well when it comes to corners and other bumpy parts, and the weird subspace light texture on the bridge and tips of the arms just makes it trickier. It definitely needs careful UV mapping and a lot of careful shaping to form distinct hull surfaces rather than just lumpy/smooth polys connecting to more lumpy/smooth polys.

Two things I dread - The yearly reformat of my entire computer, and the bi-annual reorganization of my freespace folder.  Not that I don't love the benefits that come along with both procedures.
This year, I've finally caved and started using Turey's installer, and I have but 1 question. Does Turey's handle this latest update? If not, what must be manually upgraded?
Thank you for your time.
I'm not sure if the installer has the new VPs yet. The easy way to find out is to have a look in your mediavps mod folder. If you have lots of VP files and some that begin with '710' then it's using 3.6.8. If it's just showing 'MV_Complete' (or the individual MV files listed in the first post of this thread) then it's using the 3.6.10 VPs.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Droid803 on January 03, 2009, 08:04:47 pm
Well, the lights on the bridge and the arms were done well on Trashman's Model.
Its not ugly with four corners like on the retail one, but just a single eye. Its the capital03-01 which gets warped in places.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: mr.WHO on January 04, 2009, 03:43:48 am
Hello I intaled 3.6.10 and media vp, everything is working fine but I'n unable to activate the new radar icons like on this image:

http://fsport.hard-light.net/extras/fsport31screen4.jpg

Those icons are for "FS port only"? I saw few images of other mods with those icons.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on January 04, 2009, 03:44:40 am
You'll need the icons themselves, as well as a build that supports them.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: mr.WHO on January 04, 2009, 03:46:36 am
...so could you direct me to the link to them? also does this:
http://www.hard-light.net/forums/index.php/board,173.0.html

 support them?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on January 04, 2009, 03:51:25 am
http://www.hard-light.net/forums/index.php/topic,58437.0.html
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on January 04, 2009, 03:57:46 am
They're not for the port only, they work with FS2 and also just happen to work with FSPort.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: mr.WHO on January 04, 2009, 05:06:34 am
I just tried a FS2 campaign with all of those candies and it's greate.

However I noticed somenthing:
in "sixth wonder" mission, NTF corvette Hawkwood forward beam cannons are acting strange. They shoot like normal Terran slash but sometimes they shoot something that looks and soonds like SGreen (from the same turret) - how it's possible? Is it possible to change turrets weapon during mission via FRED, or even force a turret to fire some other type of beam/turret without forcing them to change weapon loadout DURING mission ?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on January 04, 2009, 05:36:18 am
I just checked, you can change weapons of any ship through a SEXP sequence.

Example...

Event Name
   when
      has-time-elapsed
         16
      turret-change-weapon
         GTD Orion 1
         turret01a
         MjolnirBeam
         0
         0

After 16 seconds (And yes this is an odd weapon swap) one of the THT barrels becomes the Mjolnir's beam cannon.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ssmit132 on January 04, 2009, 05:43:37 am
I just tried a FS2 campaign with all of those candies and it's greate.

However I noticed somenthing:
in "sixth wonder" mission, NTF corvette Hawkwood forward beam cannons are acting strange. They shoot like normal Terran slash but sometimes they shoot something that looks and soonds like SGreen (from the same turret) - how it's possible? Is it possible to change turrets weapon during mission via FRED, or even force a turret to fire some other type of beam/turret without forcing them to change weapon loadout DURING mission ?
I don't think they would be coming from the same turret. If I recall correctly, one of the front beams is a TerSlash, and one is an SGreen all the time in that mission.

I just checked, you can change weapons of any ship through a SEXP sequence.
Neat. I'll bear that in mind, if I need to do it in a mission. Actually, come to think of it, that could come in useful in High Noon, as Command says the Colossus needs to put more energy to it's main guns. BGreen to LRBGreen, anybody? :p
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Lukeskywalkie on January 06, 2009, 03:04:54 am
First off, great stuff, love the new media vps, its great to see the project progress so much so often. I'm lurking always, and I get so exited when new toys come out.
I like most of the cosmetic changes, especially the retro warp effect...not that hyperintelligent blue wasn't cool, but these are just great.
not as thrilled with the new engine glows, though - does anyone know where I can find the previous incarnations of the engine glows? you know, the slightly fan or fishtail like stringy orange rays from vasudan engines, and the pulsing organic shivan ones? the ones I have now are good and all, and more faithful to the originals, but I've grown fond of the more stylized glows. if the glows haven't changed from .9 to .10, let me know, and I'll know it's on my end.
once again ,thank you all for a great job on the new mediavps. It seems freespace will suck me in, yet again, and now that I've determined the correct fov, it even looks great on my widescreen HDTV Christmas present. merry Christmas indeed.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: mr.WHO on January 06, 2009, 04:11:24 pm
Could anyone tell me how to make ship table working with this build and media vs?

For example this one:
http://www.hard-light.net/wiki/index.php/GTVB_Chnubis

FRED keeps telling me that something is wrong with with table entry. Tried to compare but I found nothing :(
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on January 06, 2009, 04:12:58 pm
Would you mind saying what specifically FRED says is wrong with the table entry?  And this shouldn't be affected by the mediavps whatsoever... :wtf:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on January 06, 2009, 04:15:18 pm
Yeah, please keep modding support requests to Modding forum... :blah:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: mr.WHO on January 06, 2009, 04:39:23 pm
One little " was missing and caused 30 lines of errors :)
Anyway sorry of unintended OT.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: esarai on January 08, 2009, 08:42:24 pm
First thing, this is some awesome stuff. Really nice work guys!

Second thing: Why when I installed the mediavps did all the textures get... fuzzier?
Third Thing (If someone has already addressed this, I apologize): Where is the Sathanas!? I don't mean HTL, I mean the original. I loaded mediavp 3.6.10, and FS2 nightly build 5034 cannot find the Sathanas class. Seriously... wtf?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on January 09, 2009, 02:08:52 am
Second thing: Why when I installed the mediavps did all the textures get... fuzzier?
Did you remove the old MediaVPs and empty any \data\cache\ folders?

Where is the Sathanas!?
Ctrl-Shift-S ?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: esarai on January 09, 2009, 03:28:32 pm
Second thing: Why when I installed the mediavps did all the textures get... fuzzier?
Did you remove the old MediaVPs and empty any \data\cache\ folders?
Hmm... I nuked the old mediavps folder, but I don't think I cleared the main FS2 cache... I'll try that. Do I need to clear any residing in mod folders?

Where is the Sathanas!?
Ctrl-Shift-S ?
:wakka: That should so be a new cheat.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: General Battuta on January 09, 2009, 05:01:22 pm
It's an existing cheat. It shows all ships and missions in the techroom.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: esarai on January 09, 2009, 07:29:40 pm
Okay, I cleared cache and it is still doing the thing. I notice that full detail appears as I near the craft, which leads me to conclude that this is a mipmapping issue. If anyone knows how to bypass mipmapping in some way other than unchecking "enable mipmapping" (since I did that), could you tell me how to do this? If there is no other way, I must arrive at the conclusion that Nightly build 5034 is incapable of turning off mipmapping.

To check, I'm going to use the lowest 3.6.10 capable build.
EDIT:
Which failed epically. I can't turn off mipmapping. Does anyone have a solution? If so, go to http://www.hard-light.net/forums/index.php/topic,60325.0.html (http://www.hard-light.net/forums/index.php/topic,60325.0.html) and post it up.

And about not finding the Sathanas class, it's not like it isn't showing up. It's like its causing error windows to appear.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on January 09, 2009, 09:53:12 pm
My guess about the sathanas is that you have rogue data doing that - I'm certain that the one in the MVPs is there and stable. Check your Freespace2\data (and subfolders) for anything - especially rogue "SuperCap2S-01.pof" files. Also check for rogue mod VPs in your main directory that should have their own mod folder.

As for the mipmapping - maybe you've got abnormally low settings in your drivers? Have a look there, and also check that the in-game graphics options are set to full - I've forgotten that sometimes with new installs and I think new pilots. Those settings have a dramatic effect on the in-game detail.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on January 09, 2009, 10:21:30 pm
What's mipmapping, if I may ask? :nervous:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Galemp on January 10, 2009, 12:15:00 am
I guess I'll be using this service again. (http://letmegooglethatforyou.com/?q=mipmapping&l=1)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on January 10, 2009, 01:51:14 am
/me takes a leaf from HLP's Palpatine and adds his post to his signature.

Is it a good thing to have it turned on?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ssmit132 on January 10, 2009, 02:33:22 am
I guess I'll be using this service again. (http://letmegooglethatforyou.com/?q=mipmapping&l=1)
:lol:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on January 10, 2009, 08:28:34 am
Hmm... Try and see what the in-game graphical options say about your 3D hardware texture detail level. Obviously you should max the in-game options to get the most out of the MediaVP's. (F2->Detail-> 3D Hardware Textures). What you describe is symptomatic to having that set to lower setting than max, as it basically just picks lower LOD layer from the DDS files as the "first to be shown" and effectively reduces VRAM consumption and amount of detail visible on the textures.

Another possibility is that the mipmap LOD bias setting is, for some reason, misadjusted so that textures show up in smaller resolution than their apparent diameter on the screen... but unless you use RivaTuner, ATiTool or have used in the past, I don't know if you even would get access to those settings, so I kinda doubt that. Also check what level of anisotropic filtering you have enabled on GPU driver control panel, as the AF setting on the Launcher seems to be doing much of nothing on my installation.

Regarding mipmapping - you really don't want to turn that off per ce... You want it to be at suitable strength so that it shows the appropriate texture LOD depending on the apparent size of the texture on the screen, which properly done reduces the nasty shimmering (aliasing) effects on textures. Anisotropic filtering does basically the same, but improves the texture handling when they are seen from an angle.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: esarai on January 10, 2009, 10:18:35 am
Hmm... never used any of those tools, and aside from the GPU AF setting that I can't find, all the settings are set to maximum. Is there some flag that will allow me to force the bias level to something acceptable?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Retsof on January 13, 2009, 09:58:16 pm
Well, I just got these, and I appear to have a problem.  I'm pretty sure the normal maps aren't working.  Tell me a ship that this would be obvious on so I can take a screenshot from the tech room (no Shivans please, I just restarted the main caimpagn).  It is enabled in the launcher.  I deleted everytyhing but the music mvp (the front page said it didn't have it) before puting the new ones in.  I also cleared the cache from freespace/data.  Sorry it this has been answered. but I didn't want to search through all 27 pages.

Also the planets seem like they've been 8-bitified and the transparency isn't working.

Could this all be from the "unrecognized command 'jpgtga'"?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on January 13, 2009, 11:34:33 pm
If you follow the steps in the first post (you shouldn't need anything else from within the thread), then it definitely should be working - the jpgtga error implies that you have different command lines specified in the launcher. Can you go over the steps again to be certain? With those settings normal maps should be hugely obvious on the thoth, aten, amazon advanced, herc 2 etc.

If it's still not working, can you run a debug build and post the log here?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: FreeSpaceFreak on January 14, 2009, 01:45:01 am
With a 3.6.10 build, -jpgtga is obsolete. It's enabled by default. And the Aeolus has very visible (and :yes: ) normal maps, as do the Demon and Ravana :P

As for the transparency issue, check Launcher. Under the "Video" tab, Color Depth should be set to 32-bit. At 16, the planets are opaque indeed.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on January 14, 2009, 01:56:21 am
Oh I know it's obsolete - which is why it's not in the recommended settings list guide first post of this thread, and therefore that might imply that the guide hasn't been followed. Yay for leaps of logic. ;)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on January 14, 2009, 07:30:28 am
The problem with -jpgtga shouldn't affect gameplay at all. I used to have the exact same problem, except that the wrong parameter was "-" instead of "-jpgtga".
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Retsof on January 14, 2009, 08:19:27 am
The jpgtga has nto come up agian, so the launcher must have got rid of it.  Unless I did something stupid I followed the instructions.  Could it be that I'm using the latest nightly build instead of the one from the first page?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on January 14, 2009, 09:44:52 am
As a matter a fact, I think you're recommended to use the latest nightly rather than the build from the first page...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on January 14, 2009, 11:11:21 am
Why are (k)nightly builds recommended? And is there a difference between a trunk build and a release build, or are they the same?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: CaptJosh on January 14, 2009, 11:23:22 am
A release build is a stable build with, when it is released, all known bugs fixed, which would be put up for things like Turrey's installer. A trunk build is a build created from the trunk source code subversion repository.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on January 14, 2009, 11:24:44 am
Why are (k)nightly builds recommended?
They often fix things. And of course it is good to have people testing them so that possible bugs and such would surface more easily.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on January 14, 2009, 11:38:37 am
At the moment, they're more highly recommended because the official release builds are over 2 years old now.  After 3.6.10 is released, hopefully subsequent releases are closer together and we will only recommend trunk builds to those who really need them, if you've been hindered by a now fixed bug or if you're working on the code itself.  Otherwise release builds should go back to being the recommended builds for most users.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Retsof on January 14, 2009, 06:08:47 pm
Could it be that my comp is just too old?

Code: [Select]
Specifications  
Dell Computer Corporation  
System Model: Dimension 4550  
BIOS Version: Dell Computer Corporation A05  
 
 
Operating System  
Microsoft Windows XP Home Edition  
Version: 5.1.2600  
Service Pack: 2.0  
Location: C:\WINDOWS
PID: 55277-OEM-0011903-00102
Hot Fix: KB958687
 
 
 Memory (RAM)  
Capacity: 512 MB
 
 
  Processor  
Intel(R) Pentium(R) 4 CPU 2.53GHz  
Version: x86 Family 15 Model 2 Stepping 7  
Speed: 2524 MHz  
 
 Local Disk  
Total Capacity: 55.84 GB  
Sum of Hard Disks: (C: )  
   Used: 51.60 GB
 
 Free: 4.24 GB  
 
 

Code: [Select]

 Local Disk  (partitioned)  WDC WD600BB-75CAA0  
 
Installed Capacity - 39.19 MB  
None   Used: Unknown
  Free: Unknown
 
 (C:) Capacity - 55.84 GB  
   Used: 51.60 GB
  Free: 4.24 GB
 
 
 
 
 
 Display  
Type: Plug and Play Monitor
Color: True Color (32 Bit)
Resolution: 1024 x 768
Screen Saver: Active
 
 
 Modem  
Manufacturer: Unknown
Model: BCM V.92 56K Voicemodem
Driver: Unknown
 
 
 USB Controller  
Manufacturer: Intel
Model: Intel(r) 82801DB/DBM USB Universal Host Controller - 24C2
Driver: usbuhci.sys
Thursday, August 29, 2002
Supported
 
   USB Controller  
Manufacturer: Intel
Model: Intel(r) 82801DB/DBM USB Universal Host Controller - 24C4
Driver: usbuhci.sys
Thursday, August 29, 2002
Supported
 
   USB Controller  
Manufacturer: Intel
Model: Intel(r) 82801DB/DBM USB Universal Host Controller - 24C7
Driver: usbuhci.sys
Thursday, August 29, 2002
Supported
 
   USB Controller  
Manufacturer: Intel
Model: Intel(r) 82801DB/DBM USB 2.0 Enhanced Host Controller - 24CD
Driver: usbehci.sys
Tuesday, April 15, 2003
Supported
 
 
 CD-ROM Drive (D:)  
Manufacturer: (Standard CD-ROM drives)
Model: LITEON DVD-ROM LTD163
Driver: cdrom.sys
Thursday, August 29, 2002
Supported
 
   CD-ROM Drive (E:)  
Manufacturer: (Standard CD-ROM drives)
Model: HL-DT-ST CD-RW GCE-8481B
Driver: cdrom.sys
Thursday, August 29, 2002
Supported
 
 
  Video Card  
Model: NVIDIA GeForce4 MX 420
Driver: nv4_mini.sys
Monday, October 06, 2003
Supported
 
 
 Sound Card  
Manufacturer: Microsoft
Model: Unimodem Half-Duplex Audio Device
Driver: modemcsa.sys
Tuesday, April 15, 2003
Supported
 
   Sound Card  
Manufacturer: Analog Devices, Inc.
Model: SoundMAX Integrated Digital Audio
Driver: smwdm.sys
Thursday, December 19, 2002
Supported
 
 
 Network Card  
Model: Intel(R) PRO/100 VE Network Connection - Packet Scheduler Miniport
Driver: e100b325.sys
Thursday, September 19, 2002
Supported
 
   Network Card  
Model: WAN (PPP/SLIP) Interface
Driver: ndiswan.sys
Thursday, August 29, 2002
Supported
 
 
 Floppy Drive (A:)
Installed
 
 
 Memory (RAM)  
Capacity: 512 MB
 
 
 
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on January 14, 2009, 06:15:58 pm
Could it be that my comp is just too old?
 
Code: [Select]
Video Card  
Model: NVIDIA GeForce4 MX 420
Driver: nv4_mini.sys
Monday, October 06, 2003
Supported


Yes.

You have no hope of seeing normal maps with a GeForce 4 MX. You need at least GeForce 6 series card, if I recall correctly (my GF6600 shows the normal maps -but frame rates are not something to celebrate for...).
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Retsof on January 14, 2009, 06:23:38 pm
Well, there's the problem then.   :sigh:  Oh well.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on January 18, 2009, 02:46:38 am
I just tried the latest nightly build (Jan 16 2009), and I must say, I kept checking to see if I was running at 2x speed just to make sure my eyes were not fooling me: Its running at a faster frame rate than the previous build I had (Jan 5 2009). Everything runs incredibly slick that it was a little unnerving.

It's too bad I don't have the hardware to see all this with normal mapping, but the other effects are more than sufficient enough.

Edit: It seems I get the higher frame rates when playing in a nebula stage. Could it be the limited draw distance?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: aRaven on January 18, 2009, 07:44:54 am
it could be your hardware
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: HawkW on January 21, 2009, 01:43:26 pm
I've downloaded the MediaVPs, but they appear to be compressed in the form of .7v files. I've never seen these before and don't have anything that can open them. Can anyone help?

I'm using Mac OS X Leopard, if that helps.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on January 21, 2009, 02:02:25 pm
7z. http://www.7-zip.org/

WinRAR is also capable of opening .7z files.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: HawkW on January 21, 2009, 02:09:35 pm
Thanks a lot!
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on January 21, 2009, 02:45:40 pm
Lobo, he's using OS X!  How is WinRAR going to help?  :)

But yeah, luckily 7-zip's own site points you to a couple of OS X alternatives, namely EZ 7z and 7zX.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: HawkW on January 21, 2009, 02:47:12 pm
But yeah, luckily 7-zip's own site points you to a couple of OS X alternatives, namely EZ 7z and 7zX.

Downloaded EX 7z and it worked fine. Thanks again for the tip.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on January 21, 2009, 02:50:11 pm
Lobo, he's using OS X!  How is WinRAR going to help?
Quote from:  http://www.rarlab.com/download.htm
RAR 3.80 for Mac OS X
Trust me. I know what I'm doing.

Not that I wouldn't prefer 7-Zip. Just wanted to list alternatives.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on January 21, 2009, 03:00:20 pm
Ah.  Well technically, I wouldn't call the command line version WinRAR (they don't), but I have been enlightened.  I can't believe that the command line versions even cost money.  Sheesh.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on January 21, 2009, 03:03:48 pm
I can't believe that the command line versions even cost money.  Sheesh.
Yeah, I just noticed that too. Guess I won't be recommending it from now on.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: HawkW on January 21, 2009, 03:06:09 pm
Regardless, I managed to unzip the files, so it's a moot point now, am I right?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on January 22, 2009, 05:27:41 am
Maybe.

I run OS X and use 7zX along with Archive Utility and StuffIt Expander.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: CaptJosh on January 22, 2009, 10:15:08 am
I only use 7zip on my Windows box anymore because Winrar, while having a nice GUI and being most cooperative, kept nagging me to register. I HATE nagware.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on January 23, 2009, 02:10:43 am
Actually, I find WinRAR to be a very entertaining nagware. I like to compete with it and see which one finishes first, my file extraction or the popping up of the dialog box.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mongoose on January 23, 2009, 01:45:07 pm
Protip: if you use the WinRAR right-click context menu option "Extract files...", you never have to see that dialog box. :p
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on January 23, 2009, 03:01:48 pm
Who added the MediaVPs to Turey's Installer? There have been like a dozen reports about them being corrupt this week. The symptoms are always the same: missing models, missing textures, game crashes when just trying to play the FS2 campaign... the source used by the Installer is obviously having issues.

Don't want to sound angry or rude, but you know. This can be a little frustrating/intimidating/depressing for new people.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Goober5000 on January 23, 2009, 07:15:20 pm
I added the text file, but Turey added the mediavps themselves.  Since the Installer doesn't support 7zip, he had to download them, re-compile them, and upload them to his own server.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on January 23, 2009, 10:19:57 pm
Are you implying that the files on his server may be corrupt?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Goober5000 on January 24, 2009, 12:09:51 am
I'm not implying anything.  But if the FSU guys want to re-upload the mediavps in zip format, that might help.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Kiloku on January 28, 2009, 05:57:57 pm
Umm, Demonoid isn't working. Can't someone upload the .Torrent file here? Please?

EDIT: Btw, I'm talking about the Complete pack
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: utops on February 06, 2009, 04:28:36 pm
HI!

RELEASE: 3.6.10 Media VPs

    * If you are getting "Error: mv_strings-lcl.tbm is corrupt" at startup with a non-english FS install, extract 'mv_strings-lcl.tbm' from this file into your "\Freespace2\mediavps\data\tables" folder. If that folder doesn't exist, create it.


This solution do not work for me... im so angry right now  :mad:
Pls. help me fix that issue before my head blow off  :shaking:
THX.

-T

Ps.
OS:Win Vista Home Premium

CPU:Athlon 64 dual core 3600+

RAM:2GB Kingston Ram

GPU:Ati Radeon HD 4670

Archiver:Winrar 3.80

HDD:Samsung Spinpoint 80gb (CRC/Badsec errors free)

FreeSpace2 Retail : 1.20 Polish version.

Launcher: FS2 Open Launcher 5.5d

FsOpen: fs2_open_3_6_10r-20081210_r4989


-T
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on February 06, 2009, 06:20:58 pm
Polish version? Hmmm...

Well I suspect I know what the problem is, but I'll need to do a bit of research before I could provide a possible solution. :\
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: utops on February 06, 2009, 06:39:27 pm
Hi...
I dunno what i do ... but it works now :yes:
First i just upgrade f2open to latest nightly build, then in registry editor make change from english to polish and polish to english in language key. ( yes that is weird)

Then edit   mv_strings-lcl.tbm :
Code: [Select]
#Polish

;
; The control config action text goes between 507 and 619.
;
303, "Protect My Target"
304, "Ignore My Target"
305, "Form on My Wing"
306, "Cover Me"
309, "Rearm Me"
517, "Turn Off Targeting"
521, "Turn Off Targeting of Subsystems"
548, "Attack The Targeted Subsystem"
555, "Return to Base"
583, "Equalize Shields"
592, "Show Nav Map"
599, "Target Newest Ship in Area"
608, "(Multiplayer) Observer Zoom to Target"
609, "Increase Time Compression"
610, "Decrease Time Compression"
611, "Toggle High HUD Contrast"
612, "(Multiplayer) Toggle Network Info"
613, "(Multiplayer) Self Destruct";

#end

#German

#end

#French

#end

and it is done :)

maybe it helps someone in the future.
@ Vasudian Admiral
Thx for fast reply it inspired me to research on my own  :hammer:

-T
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on February 06, 2009, 07:13:21 pm
Heh, just finished my own research. Adding

#Polish

#end

to the end of mv_strings-lcl.tbm works in the same way, and won't crash non-polish versions. This will be in the pending MVP patch, and I'll update the mv_strings-lcl download in the MVP release post for anyone encountering the problem in the meantime. :)

Edit: Updated the link and added to SVN for the patch.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mobius on February 08, 2009, 06:40:33 am
Do you have support for the Italian translation? :)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on February 08, 2009, 12:29:17 pm
Note that the sections added to mv_strings-lcl.tbm are just empty sections to keep the game from crashing.  There is no translation going on...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: killme101 on February 10, 2009, 12:52:05 pm
Hey guys. I just noticed the new MediaVPs and got myself a new fresh install of Freespace to try them out. However, I'm having some serious issues and can't figure out why. :(

- Issue 1: I'm getting errors such as "ERROR: "Bad ID in model file <bomber04.pof>" at model/modelread.cpp:2014".
- Issue 2: Parts of ships are missing! The textures aren't being rendered I guess? Screenshots are attached.

It's currently unplayable for me, but I certainly hope it will be soon.
I'm running this with a 2.5GHz dual core AMD processor, and a GeForce 9500 GT 512MB 128-bit gfx card. Thanks in advance for your help!

[attachment deleted by admin]
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on February 10, 2009, 12:58:40 pm
This issue has been discussed repeatedly. Your MediaVPs are corrupt. Please redownload them (or at least MV_Assets) manually.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on February 10, 2009, 12:59:33 pm
Hey guys. I just noticed the new MediaVPs and got myself a new fresh install of Freespace to try them out. However, I'm having some serious issues and can't figure out why. :(

- Issue 1: I'm getting errors such as "ERROR: "Bad ID in model file <bomber04.pof>" at model/modelread.cpp:2014".
- Issue 2: Parts of ships are missing! The textures aren't being rendered I guess? Screenshots are attached.

It's currently unplayable for me, but I certainly hope it will be soon.
I'm running this with a 2.5GHz dual core AMD processor, and a GeForce 9500 GT 512MB 128-bit gfx card. Thanks in advance for your help!

If you used Turey's online java installer to download the mediaVP's there's a high possibility that the MV_Assets.vp is corrupt partially, which could cause errors in some models and textures.

To me it looks like you have both model file errors and missing textures, so as the first recommendation I would suggest that you re-download the Assets VP from FreeSpaceMods (link found in the opening post of this thread), or if you did so, re-extract the file and check it's integrity with the MD5 checksums.

And like Lobo said, it's actually recommendable to download them all manually, since there might be issues you haven't noticed on other VP's as well.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Ninjoel on February 11, 2009, 05:57:31 pm
I'm new to the whole freespace open thing, and while trying to figure it out for nearly 2 horus i've given up and decided to look for help.
When i run mediavps as a mod (or any mod for that matter) I click on the button that gets you into the campaign (Campaign room?) and it loads for a second, then crashes, either by saying there was an error and needs to close or by just closing.
I know whoever reads this will just tell me I'm a retard and show my stupid and obvious mistakes... but it's worth it for such a great game...

Code: [Select]
==========================================================================
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.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -mod mediavps
Building file index...
Found root pack 'C:\games\freespace 2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'C:\games\freespace 2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'C:\games\freespace 2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\games\freespace 2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'C:\games\freespace 2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'C:\games\freespace 2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\games\freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\games\freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\games\freespace 2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\games\freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\games\freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\games\freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\games\freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\games\freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\games\freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\games\freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\games\freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Found root pack 'e:\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'e:\tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack 'e:\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\games\freespace 2\mediavps\' ... 1 files
Searching root pack 'C:\games\freespace 2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\games\freespace 2\mediavps\MV_Assets.vp' ... 1679 files
Searching root pack 'C:\games\freespace 2\mediavps\MV_Core.vp' ... 72 files
Searching root pack 'C:\games\freespace 2\mediavps\MV_Effects.vp' ... 1022 files
Searching root pack 'C:\games\freespace 2\mediavps\MV_Music.vp' ... 15 files
Searching root 'C:\games\freespace 2\' ... 17 files
Searching root pack 'C:\games\freespace 2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\games\freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\games\freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\games\freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\games\freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\games\freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\games\freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\games\freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\games\freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\games\freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\games\freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\games\freespace 2\warble_fs2.vp' ... 52 files
Searching root 'e:\' ... 3 files
Searching root pack 'e:\tango1_fs2.vp' ... 32 files
Searching root pack 'e:\tangoA_fs2.vp' ... 0 files
Searching root pack 'e:\warble_fs2.vp' ... 52 files
Found 23 roots and 12925 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
GR_CPU: Family 15, MMX=Yes
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 8800 GTS/PCI/SSE2/3DNOW!
  OpenGL Version    : 2.1.2

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 4
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 985
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 1012822985, IBX checksum: 3226283165 -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 3636355033, IBX checksum:  546289972 -- "shockwave.pof"
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'Training-1.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Int3(): From d:\c++\freespace\fs2_open - 3.6.9 development\code\globalincs\windebug.cpp at line 1051

[attachment deleted by admin]
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on February 11, 2009, 06:14:53 pm
I'm new to the whole freespace open thing, and while trying to figure it out for nearly 2 horus i've given up and decided to look for help.
When i run mediavps as a mod (or any mod for that matter) I click on the button that gets you into the campaign (Campaign room?) and it loads for a second, then crashes, either by saying there was an error and needs to close or by just closing.
I know whoever reads this will just tell me I'm a retard and show my stupid and obvious mistakes... but it's worth it for such a great game...



Hi, and welcome to the forums! :)

First thing I would suggest is that you rename your FS2 directory from "freespace 2" to "freespace2" without the space. It's most likely not related to the problems you are experiencing, but it is good practice and might cause problems on some rare cases at some point.

Second thing - your command line is very barren at the moment, might be because of attempted troubleshooting, but if you're just running with "-mod mediavps" command line you are missing on most of the engine improvements. My command line looks like this:

Code: [Select]
Passed cmdline options:
  -spec_exp 15
  -fov 0.55
  -ogl_spec 30
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -no_emissive_light
  -normal
  -cache_bitmaps
  -no_vsync
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps

Some options need to be put on the custom flags text window on Features, but otherwise you should definitely turn a lot of stuff on - you certainly have the hardware to support it! GeForce 8800GTS should be able to use all the bells and whistles in the MediaVP's without any difficulties...

Thirdly, you don't need the CD's to play FS2_Open, and your game is detecting retail VP's in E:\ drive, so remove the CD from the drive.

finally, your debug log shows the following:

Code: [Select]
Searching root pack 'C:\games\freespace 2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\games\freespace 2\mediavps\MV_Assets.vp' ... 1679 files
Searching root pack 'C:\games\freespace 2\mediavps\MV_Core.vp' ... 72 files
Searching root pack 'C:\games\freespace 2\mediavps\MV_Effects.vp' ... 1022 files
Searching root pack 'C:\games\freespace 2\mediavps\MV_Music.vp' ... 15 files

while it should show the following (copied from my debug log):

Code: [Select]
Searching root pack 'G:\Pelit\FreeSpace2\mediavps-trad\MV_Advanced.vp' ... 2610 files
Searching root pack 'G:\Pelit\FreeSpace2\mediavps-trad\MV_Assets.vp' ... 1867 files
Searching root pack 'G:\Pelit\FreeSpace2\mediavps-trad\MV_Core.vp' ... 139 files
Searching root pack 'G:\Pelit\FreeSpace2\mediavps-trad\MV_Effects.vp' ... 1032 files
Searching root pack 'G:\Pelit\FreeSpace2\mediavps-trad\MV_Music.vp' ... 32 files

A lot of files missing from your VP's it seems. This means that the majority of your VP files are corrupt most likely due to aborted download by Turey's installer, so you should probably download them manually from this thread's first post. Partial VP files mean that some data will fail to load, which shouldn't technically cause a CTD but that would be the most likely culprit in this question.

You might want to consider downloading the MV_Complete.VP instead of the separate files, since you definitely can use the Advanced stuff as well.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Ninjoel on February 11, 2009, 06:22:53 pm
Greatest Help Ever? Just maybe...

It's actually funny that you tell me to rename the folder cause I did that a loooong time ago... if it's still coming up that i have the space could that cause further problems? I hope not...

Otherwise thanks for all the help... I'm sure it should all be fixed... We'll soon see!!!

Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on February 11, 2009, 06:29:07 pm
If you've changed the dir name it should be reflected in the debug log.

Here's what you should do, rename the fs2_open.log to fs2_open.log.old, then re-run a debug build to the point where it crashes. Then re-post the newly generated debug log just to be sure it's valid.

By the way what operating system are you using?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on February 12, 2009, 01:29:40 am
As a side note, the "spaces in folder names" thing has been fixed for a long time, so it shouldn't cause anything with 3.6.9 and 3.6.10 builds.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on February 12, 2009, 02:25:02 am
But... using spaces in directory names and paths is just... wrong... :(

I still think using no spaces in directory names is good practice. Besides with computers you never know when an old old issue comes back to bite you in the arse...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on February 12, 2009, 02:38:10 am
Couldn't agree more, but at least with FSO it is no longer a source of pain and misery.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Ninjoel on February 12, 2009, 05:11:34 pm
Couldn't agree more.
And to answer your question. I'm using Windows XP home...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: GTSVA on February 16, 2009, 03:44:04 pm
Couldn't agree more.
And to answer your question. I'm using Windows XP home...

That makes two of us... :sigh:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: TomJeffersonJones on February 17, 2009, 12:34:22 pm
Hey everyone, I'm running 3.6.10 vp's with Mv_Complete.vp.  I'm interested in checking out some of the fighter interiors with the 'show-ship' flag, but can't figure out how to access the ships.tbl inside mv_complete. 
Maybe i can just put my own little .tbl specifying which ships I want to show into a folder somewhere and it'll override the relevant section of the full .tbl.  This true?  if so where does it go? 
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on February 17, 2009, 12:47:07 pm
That would be a modular ship table with the name ****-shp.tbm, not a tbl file.

It's relatively easy to do. It's probably best if you make a new mod directory for testing this kind of stuff, eg. ..\FreeSpace2\cockpits_visible\data\tables\

Then create an empty text file into that directory and name it for example cockpits_visible-shp.tbm (take care that you don't make it ****-shp.tbm.txt), and paste the following into the file:

Code: [Select]
#Ship Classes

;;Terran Fighters. All the terran ships included here do have cockpits, but
;;some might or might not work well depending on how picky you are.

;;If you want to disable some ship model from showing, just remove or comment out
;;the appropriate section.

$Name: GTF Ulysses
+nocreate
$Flags: ("show ship")
+noreplace

$Name: GTF Hercules
+nocreate
$Flags: ("show ship")
+noreplace

$Name: GTF Loki
+nocreate
$Flags: ("show ship")
+noreplace

$Name: GTF Hercules Mark II
+nocreate
$Flags: ("show ship")
+noreplace

$Name: GTF Ares
+nocreate
$Flags: ("show ship")
+noreplace

$Name: GTF Erinyes
+nocreate
$Flags: ("show ship")
+noreplace

$Name: GTF Pegasus
+nocreate
$Flags: ("show ship")
+noreplace

$Name: GTF Perseus
+nocreate
$Flags: ("show ship")
+noreplace

;;Terran Bombers

$Name: GTB Medusa
+nocreate
$Flags: ("show ship")
+noreplace

$Name: GTB Ursa
+nocreate
$Flags: ("show ship")
+noreplace

$Name: GTB Zeus
+nocreate
$Flags: ("show ship")
+noreplace

#End

You can modify this file to include other ships or exclude some that don't have suitable views (Erinyes is a bit annoying for example).

Now, in order to actually use this file, you need to activate this mod in conjunction with the MediaVP's, which is in my opinion easiest to do by simply going to Launcher's "Features" tab, and typing -mod cockpits_visible,mediavps (plus other flags you might be using) on the Custom flags field.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Wanderer on February 17, 2009, 12:51:26 pm
For more information...
http://www.hard-light.net/wiki/index.php/Tables
http://www.hard-light.net/wiki/index.php/Modular_Tables
http://www.hard-light.net/wiki/index.php/Ships.tbl
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mobius on February 18, 2009, 05:26:55 pm
Hey guys...is your Revelation ambient track working properly? A long while ago I noticed that it resets after a few seconds. Are you experiencing the same problem?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on February 18, 2009, 08:54:42 pm
The new one doesn't even seem to work on my computer. The old one should work fine, but the HQ one... :wtf: :rolleyes:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Ransom on February 18, 2009, 10:43:14 pm
Hey guys...is your Revelation ambient track working properly? A long while ago I noticed that it resets after a few seconds. Are you experiencing the same problem?
Yeah. It's pretty annoying.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on February 18, 2009, 10:54:50 pm
Same here.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on February 19, 2009, 11:49:28 am
Let me get this right, Mobius: You're talking about the one in mv_music.vp that apparently keeps looping at the drumroll? If so, that's been present since 3.6.5.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Ransom on February 19, 2009, 11:57:21 am
Yes. It would be nice if it was fixed.

Well, actually, what would be nice is if the entire music table system was overhauled to make it less silly in general but there's more important things for the SCP to be worrying about.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on February 19, 2009, 12:53:01 pm
Let me get this right, Mobius: You're talking about the one in mv_music.vp that apparently keeps looping at the drumroll? If so, that's been present since 3.6.5.
More like the first three seconds of the clip.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mobius on February 19, 2009, 03:38:59 pm
Well, I took the initiative.  :pimp:

EDIT - Since attachments are deleted after a while, I'm adding the content of the .tbm to replace the attachment:


Code: [Select]
;
; RevelationAmb-mus.tbm
;
; Fixed Revelation Ambience track loop
#SoundTrack Start
$Soundtrack Name: 7: Revelation
+nocreate
$Normal 1: FS2_Amb_E01.ogg            28.0 176000
#SoundTrack End

#Menu Music Start

#Menu Music End


EDIT2 - You may wish to check this, more recent post (http://www.hard-light.net/forums/index.php/topic,58230.msg1210480.html#msg1210480) as well. :)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Ransom on February 19, 2009, 09:34:38 pm
Nicely done.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: TomJeffersonJones on February 20, 2009, 11:36:54 am
That would be a modular ship table with the name ****-shp.tbm, not a tbl file.

It's relatively easy to do. It's probably best if you make a new mod directory for testing this kind of stuff, eg. ..\FreeSpace2\cockpits_visible\data\tables\

Then create an empty text file into that directory and name it for example cockpits_visible-shp.tbm (take care that you don't make it ****-shp.tbm.txt), and paste the following into the file:


Thank you, - its amazing that the level of detail in the cock-pitted fighters is built into the model itself...I understand the newer versions of FSopen have support for separate cockpit models entirely - It'd be a blessing to see some dedicated 'pit models in action someday. 
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: kikozz on February 21, 2009, 08:57:04 am
Hi to all
What i'am doing wrong ?  :confused:


[attachment deleted by admin]
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on February 21, 2009, 09:18:55 am
You did nothing wrong, in fact you spotted a bug. The Herc 2 viewpoint is way off from it's correct position.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: GTSVA on February 21, 2009, 02:40:36 pm
Can you explain that picture?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on February 21, 2009, 04:30:44 pm
He turned on the show ship model in the ship's table, to see the cockpit built into the model.  But the eyepoint in the model is too far back so his vantage point is wrong, and he's actually seeing from behind the pilot.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: GTSVA on February 21, 2009, 06:10:21 pm
Very confusing.... :confused:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on February 22, 2009, 08:15:50 am
The moment I saw that, I said, "Whoa, what the heck is that?"

Does this require a Mantis?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Wanderer on February 22, 2009, 08:32:10 am
The issue has been fixed - as far as can be fixed - by moving the eye point of that ship and of couple of other ships to slightly better positions.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ShadowGorrath on February 22, 2009, 08:48:04 am
Yea, it's very easy to fix it yourself even.

But was the Herc 1 shield hole issue fixed? THAT's something you can't fix easily by yourself.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on February 22, 2009, 10:00:35 am
What shield hole?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on February 22, 2009, 10:19:00 am
Yeah, I'm wondering about this myself.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ShadowGorrath on February 22, 2009, 10:53:05 am
At the Herc 1's sides. Your shots can bypass the shields. Mostly seen in ToF when you have to test their shields, but you can see that as well when flying a Herc 1, as some shots bypass the shields... Makes the Herc 1's shielding semi-useless. Has it been fixed? Cause it feels like it's not.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Snail on February 22, 2009, 11:11:58 am
Whoa whoa whoa. Wait one minute here.

The Horus has animation code so that when it engages afterburner, some airbrakes turn on. I know there's no air in space, but WTH?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on February 22, 2009, 11:18:16 am
Hmm...considering that I've noticed just about every shot I take goes through my shields anyway on any ship I wouldn't know.

Whoa whoa whoa. Wait one minute here.

The Horus has animation code so that when it engages afterburner, some airbrakes turn on. I know there's no air in space, but WTH?
IT DOES THAT INGAME? :eek2:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: GTSVA on February 22, 2009, 12:02:08 pm
Hmm...considering that I've noticed just about every shot I take goes through my shields anyway on any ship I wouldn't know.

Whoa whoa whoa. Wait one minute here.

The Horus has animation code so that when it engages afterburner, some airbrakes turn on. I know there's no air in space, but WTH?
IT DOES THAT INGAME? :eek2:

I haz not noticed that!
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on February 22, 2009, 03:56:32 pm
Afterburner blast shield or something. :p

The little stumpy wing things just looked like they should _do_ something, so I made them do that. ;)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Snail on February 22, 2009, 04:23:40 pm
When the Seth is completed will it have that feature too?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on February 22, 2009, 05:57:32 pm
I have no idea - that'd be up to whoever actually makes it. ;)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on February 22, 2009, 07:03:50 pm
I thought of something for a possible future feature of the SCP: Vasudan cockpits.

Well, if someone is willing to model a decent Vasudan cockpit :nervous:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Droid803 on February 22, 2009, 07:53:32 pm
Wasn't there one for the GTF Ulysses?
But the Ulysses cockpit is different anyway...so...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mongoose on February 23, 2009, 09:58:58 pm
Just so long as it has a fish tank in it.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Woolie Wool on February 24, 2009, 10:59:19 pm
At the Herc 1's sides. Your shots can bypass the shields. Mostly seen in ToF when you have to test their shields, but you can see that as well when flying a Herc 1, as some shots bypass the shields... Makes the Herc 1's shielding semi-useless. Has it been fixed? Cause it feels like it's not.

It's pretty funny to blow a fully-shielded Herc up with an ML-16. I've set ship-guardian-threshold on those ships in my development build of that mission so it won't happen again. :lol:

But uh, yeah, that could stand to be fixed.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on February 25, 2009, 12:38:20 am
After spending an hour shooting at a MediaVP Herc 1, there are no holes in the shield mesh that allow a Subach or ML-16 to penetrate through to the hull.

The only time shots hit the hull is when the shield quadrant became low enough to allow a hit to be possible.

So, if those shields are evaporating too fast in a campaign/mission, check the tables and mission to see if the shields are weakened.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on February 25, 2009, 12:57:32 am
Does your Subach do no shield damage? :wtf: Eventually they'll break through even a Seraphim's shielding in around five seconds...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on February 25, 2009, 01:04:34 am
Confirming Zacams test result, just not after a whole hour of testing (now that's dedication! ;) )

You guys may be using an older, corrupt or just different POF in your cases.

Or...reading your posts again have you actually encountered this with 3.6.10 data or are these old results?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ShadowGorrath on February 25, 2009, 01:48:01 am
Older. But it gets hull damage for me on SAH while on full shields from Terran Turrets.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on February 28, 2009, 08:20:31 pm
Hey guys...is your Revelation ambient track working properly? A long while ago I noticed that it resets after a few seconds. Are you experiencing the same problem?
A couple of tracks are not looped properly in the high quality mv_music.vp.

Yes. It would be nice if it was fixed.

Well, actually, what would be nice is if the entire music table system was overhauled to make it less silly in general but there's more important things for the SCP to be worrying about.
I agree. The FMVs could also use some remastering as well.

Well, I took the initiative.  :pimp:
>RevelationAmb-mus.tbm

Uh...where do I stick that?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on February 28, 2009, 09:51:08 pm
Uh...where do I stick that?

mediavps/data/tables/
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on March 01, 2009, 12:49:16 am
Uh...where do I stick that?

mediavps/data/tables/
Thanks.

So aside from the Sathanas beam glitch fix, is this the only thing else that should be on the mediavp folder?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on March 01, 2009, 12:51:21 am
Besides the actual VPs themselves :P
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mobius on March 01, 2009, 10:38:26 am
Since attachments are deleted after a while, I thought it was the case to post the content of the .tbm here and re-attach the file:

Code: [Select]
;
; RevelationAmb-mus.tbm
;
; Fixed Revelation Ambience track loop
#SoundTrack Start
$Soundtrack Name: 7: Revelation
+nocreate
$Normal 1: FS2_Amb_E01.ogg            28.0 176000
#SoundTrack End

#Menu Music Start

#Menu Music End


I'm replacing the old attachment with the content of the .tbm.





On a side note...I decided to play the main FS2 campaign with the new MVPs and found out a few, debatable things. I'm not here to criticize the GTD Carthage's replacement and such...I want to discuss the presence of ship prefixes in names. Canonically, they're not widely used in FS2 and I don't see the point in adding them now.

In the first mission, it was weird to me to read this:

GVD Psamtik
GVD Hatshepsut

NTCv Belisarius
NTCv Deimos



I like the fact that the FSU team has added proper Alt Names, though.


[attachment deleted by admin]
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on March 02, 2009, 12:11:04 am
It's March.

Should this current build (5078, or maybe we should say 5068 and up) of FS0 3.6.10 be finalized (i.e classify as "stable") as the official release? It seems enough bugs have been squashed and performance is leaps and bounds better than what it was 3 months ago thanks to Taylor's fixes. All they have to do is inlcude the music_vp with the correct tables and such along with the Sathanas beam fix. Or are we still waiting for the new models?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on March 02, 2009, 01:41:49 am
The latter is very possible.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: The E on March 02, 2009, 03:17:38 am
Because of this discussion (http://www.hard-light.net/forums/index.php/topic,61298.0.html), I decided to create another mvp torrent. This includes mv_complete, mv_music, the mod.ini and the readme. It can be downloaded here (http://www.mininova.org/tor/2336099).
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on March 02, 2009, 10:40:27 am
sfried, your post seems a bit confused.  The MediaVPs and the SCP executable are two different entities.  They don't necessarily have to be released at the same time.  To my knowledge though, the MediaVP team would like to wait until the SCP build is finalized so there aren't any last minute surprises before releasing the next update.  Also, as stable as the SCP build has become, there's still a couple of issues that some coders are working on right now that probably need to be ironed out before a release.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Narvi on March 02, 2009, 11:01:26 am
sfried, your post seems a bit confused.  The MediaVPs and the SCP executable are two different entities.  They don't necessarily have to be released at the same time.  To my knowledge though, the MediaVP team would like to wait until the SCP build is finalized so there aren't any last minute surprises before releasing the next update.  Also, as stable as the SCP build has become, there's still a couple of issues that some coders are working on right now that probably need to be ironed out before a release.

Any idea of when an official release could occur? Just curious.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on March 02, 2009, 12:53:05 pm
We should be right on top of getting ready to put out a release candidate, if these other issues get ironed out here.  All I can say is Soon.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on March 05, 2009, 12:00:04 am
I just feel tired of always trying to update my builds, that's all.

At least once we have a release candidate we could stick to it untill the next major update.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on March 05, 2009, 12:20:31 am
The nature of SCP is that it is constantly improving.  The fact is, if you choose to stick with a particular build (even a final one) for any extended period of time, it will be outdated sooner or later, and most likely sooner.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on March 05, 2009, 12:37:42 am
The only real purpose of updating your build is if you're actively helping us hunt down issues or if you're running into an existing problem that's already been fixed in a newer build.  Otherwise it shouldn't hurt to miss a few nightly builds now and then.  We do appreciate the users who do take the time to try out the latest and greatest though, it definitely helps the process, but as blowfish said, that process will likely never end.  Some people have the time to spend on staying bleeding edge and others don't, no biggie.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on March 05, 2009, 02:05:59 pm
The question is why keep ancient builds in existance and on a downlaod site when they are buggy compared to the newer ones? Why not just delete builds that are say 2 years old and from things like SCP 3.6.5? No reason to keep them in existance.
Some campaigns/mods refuse to work properly with newer builds. And there are not enough people to restore campaigns/mods for newer builds.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on March 05, 2009, 02:46:46 pm
High Max, don't tell me you've never deleted something, then shortly thereafter wished you hadn't.  I don't know if we still have the codebase at the time those builds were made, so if they were deleted it might be hard to get them back.  Even then it's still not really hurting anything, they're not huge files.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Snail on March 14, 2009, 01:12:41 pm
I want to discuss the presence of ship prefixes in names. Canonically, they're not widely used in FS2 and I don't see the point in adding them now.

In the first mission, it was weird to me to read this:

GVD Psamtik
GVD Hatshepsut

NTCv Belisarius
NTCv Deimos

I like the fact that the FSU team has added proper Alt Names, though.

I am 100% with Mobius on this one. In fact, I don't remember a time when I agreed with him more.

Prefixes are redundant. It's regular procedure in FreeSpace to just have the name of the ship rather than including the prefix. There were very few missions which included prefixes in Retail (the only ones I can remember are the SOC Loops). The fact that they've been added back really seems to me not really pointless, but an annoying addition.

Given that the MediaVPs are considered 'official', they really set the standard for other campaigns. The MediaVPs having these annoying prefixes seems to make them stand out to me as a sort of oddball or anomaly that really needs to be changed. Worse is the fact that the prefix naming convention isn't uniform throughout the campaign with some missions not having them while some others do.

:no:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Aurora Paradox on March 14, 2009, 01:41:12 pm
RELEASE: 3.6.10 Media VPs


==> In the "Custom Flags field" copy & paste (Without the quotes): "-ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5"

(Note, any of these settings and the others in the lists can be tweaked as desired. See the Wiki Page on Launcher Flags for more information on each:
   http://www.hard-light.net/wiki/index.php/Command-Line_Reference )


I meant to ask this when the mediavps were  released however it slipped my mind.  What exactly do these custom field tags change?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Romanmolf on March 14, 2009, 02:28:53 pm
Blowfish is right. we will ALWAYS need to update our builds.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: dragonsniper on March 14, 2009, 03:33:49 pm
It's worth the tiny 10mb's of bandwidth that's used getting it.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on March 14, 2009, 03:34:59 pm
I meant to ask this when the mediavps were  released however it slipped my mind.  What exactly do these custom field tags change?

The page explaining all of that is linked in the post you quoted :wtf:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Aurora Paradox on March 14, 2009, 04:08:24 pm
I meant to ask this when the mediavps were  released however it slipped my mind.  What exactly do these custom field tags change?

The page explaining all of that is linked in the post you quoted :wtf:

*slaps forehead*

I don't know how I missed that.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Ransom on March 15, 2009, 12:01:22 am
:no:
Chalk up another vote for the removal of prefixes. Not much I can add to what's already been said by Snail and Mobius, but if nothing else, they look silly.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on March 15, 2009, 12:12:05 am
Ransom's vote has me.

I was the one that did that out of a need for consistency and I decided on including the prefix because it also shows on the Nameplate texture.

Alternatively, the prefix could be dropped from the Ship Class line.

A: Remove prefix from Ship Name, leaving everything else be
B: Remove prefix from displaying in Ship Class instead
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: General Battuta on March 15, 2009, 12:12:59 am
Remove from ship name, keep for class.

I think.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: The E on March 15, 2009, 12:17:37 am
Remove from ship name, keep for class, keep for nameplates. That'd be my vote...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on March 15, 2009, 01:07:00 am
Remove from ship name, keep for class, keep for nameplates and keep it consistent!
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Droid803 on March 15, 2009, 03:12:23 am
Remove from name, keep for class, keep for nameplate. :nod:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Goober5000 on March 15, 2009, 03:19:51 am
Keep for class and nameplate, definitely.  Also, the ship class should be GT regardless of whether it's Terran GTVA or Terran NTF.  Only one mission (The Romans Blunder) in FS1, ST, or FS2 ever used alternate names for rebel ships.  Even if the NTF is using a ship, it's still a GTVA design.  (The only NTF-designed ship, the Iceni, remains consistent with this rule.)

I personally prefer to keep the prefix on the ship name as well, but that varies a lot, even in the canon campaigns.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ssmit132 on March 15, 2009, 04:41:14 am
I don't know. Just, whatever you go with, keep them consistent. :nod:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Dilmah G on March 15, 2009, 05:14:09 am
Hmmm, well I personally preferred the designation prefixes in front of the name. It made it more formal to me, like USS John Stennis, instead of like

-John Stennis, USS Nimitz Class Carrier

And the Aquitaine is always/usually referred to as the "GTD Aquitaine", and not "Aquitaine", I mean of course you'd refer to it like that casually. But as soon as you drop the prefixes these stop being the names of Multi-Trillion-Dollar warships and just become "Proper Nouns". IMO anyway
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Snail on March 15, 2009, 06:19:28 am
I personally prefer to keep the prefix on the ship name as well, but that varies a lot, even in the canon campaigns.
Barring FS1, the only canon missions which used prefixes were the SOC loops (Rebels and Renegades, Love the Treason..., ...But Hate the Traitor, As Lightning Fall and Into the Lion's Den). The rest (Should I really list them?) didn't use them prefixes.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on March 18, 2009, 09:25:14 pm
Blowfish is right. we will ALWAYS need to update our builds.
It's worth the tiny 10mb's of bandwidth that's used getting it.
It's a hassle and some don't always have time to keep up.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on March 18, 2009, 09:42:43 pm
Meh.  If you don't have time for that download, you probably don't have the time for Freespace either :P (unless you're on dial-up :nervous:).  Anyway, it's not like you need to download EVERY nightly build that comes out, just a few of them.  SCP will always continue improving.  Unless you'd prefer that the code be frozen in its current state and declared final, despite bugs and unfulfilled feature requests :rolleyes:.  So just update your build occasionally and you'll be fine.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on March 18, 2009, 09:51:08 pm
Meh.  If you don't have time for that download, you probably don't have the time for Freespace either :P (unless you're on dial-up :nervous:).  Anyway, it's not like you need to download EVERY nightly build that comes out, just a few of them.  SCP will always continue improving.  Unless you'd prefer that the code be frozen in its current state and declared final, despite bugs and unfulfilled feature requests :rolleyes:.  So just update your build occasionally and you'll be fine.
I do. I was just wondering which one will be considered the final build...of 3.6.10 at least. There's already talk of a 3.6.11, and if that one doesn't need any more "patching" (i.e. basically anything that has to do with sticking additional stuff in the mediavps folder), I'm considering a fresh reinstall of FS2Open just for it.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on March 18, 2009, 10:14:31 pm
Either I'm confused, or you are.  There will likely never be a 'final'.  The SCP is always going to be evolving.  You also sound like you're getting the SCP confused with the MediaVPs.  The SCP is very close to Release Candidate stage, the MediaVPs will likely release the next official update to the main release after there is a final 3.6.10 SCP build.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on March 18, 2009, 10:23:02 pm
Two questions you should ask.  1) Does it happen consistently? and 2) Is it in mantis yet?  If 1 is trua and 2 is false, then it is not a known issue and should be reported using mantis.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on March 18, 2009, 10:26:37 pm
Also, does this have anything to do with when you're using the MediaVPs?  If it happens without them then this is the wrong place to mention it.  I'd suggest the FS support forum and Mantis as blowfish suggested.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Sushi on April 06, 2009, 07:17:51 pm
Hi,

Just taking a moment to say thanks to the team! The mediaVPs are truly amazing work... you guys rock!
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vrets on April 07, 2009, 11:14:47 pm
I want to discuss the presence of ship prefixes in names. Canonically, they're not widely used in FS2 and I don't see the point in adding them now.
[/mobius]

Agreed.

Mediavps are amazing, otherwise. Especially the new Shivan beams.

To be more specific, amazing means "oh my god, are those normal maps on my fighter?! Oh my christ, it's so beautiful!"

Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Rhymes on April 07, 2009, 11:35:47 pm
I want to discuss the presence of ship prefixes in names. Canonically, they're not widely used in FS2 and I don't see the point in adding them now.
[/mobius]

Agreed.


I also agree with Mobius' stance.  People are generally smart enough to figure out that just because the ship's name is shown as "Fenris" doesn't necessarily mean it isn't really "GTC Fenris"

Mediavps are amazing, otherwise. Especially the new Shivan beams.

To be more specific, amazing means "oh my god, are those normal maps on my fighter?! Oh my christ, it's so beautiful!"



Amen to that man.  Amen to that.

Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on April 08, 2009, 12:49:14 am
So, I have already gone about then the Class-as-Part-of-the-Name, and everybody seems to just prefer the ship name, without the class part.

Would you want the nameplates to show this behaviour as well, or should the class part stay on the nameplates?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on April 08, 2009, 01:51:21 am
I think nameplates should still show the class designation, but ship names should not.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on April 08, 2009, 11:03:27 am
:wtf:

Uh, guys, I thought this was settled with a poll not too long ago...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Zacam on April 08, 2009, 08:28:28 pm
I don't remember making such a  poll. Just a bunch of people voicing that they did not like the class descriptors in the ship names on the hud.
I wanted to refresh whether the nameplates should also be changed.

Armed with this information, I now get to go back through and do a hunt and replace in SP and CoOp versions.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Dilmah G on April 09, 2009, 04:21:27 am
I think nameplates should still show the class designation, but ship names should not.

I'm happy with that.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on April 10, 2009, 11:26:09 pm
It seems like the Nightly Builds thread is undergoing a Release Candidate (http://www.hard-light.net/forums/index.php/topic,61908.0.html) phase. Does this mean we will see an "Official" EXE soon?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Rhymes on April 10, 2009, 11:30:54 pm
Did you take a look at the front page?  Said something about RELEASE CANDIDATES 1 & 2?!!
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on April 10, 2009, 11:50:40 pm
Did you take a look at the front page?  Said something about RELEASE CANDIDATES 1 & 2?!!
Damn, I didn't spot that (http://www.hard-light.net/forums/index.php/topic,62210.0.html). Thanks for the heads up.

Somebody update the first page of this thread, before they make the same mistake that I did.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on April 11, 2009, 09:52:02 pm
Seconded, someone plz most make update.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on April 12, 2009, 12:35:36 am
Updated step 3 with that and links to the support forum's FAQ thread.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Dilmah G on April 12, 2009, 05:36:11 am
Seconded, someone plz most make update.

 :wakka:
Nooo! Not you tooo!

Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on April 12, 2009, 10:54:03 pm
What?  That's like the fifth time I've said that.  I'm even responsible for that quote being in the IRC bot's quote list.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Dilmah G on April 13, 2009, 12:13:26 am
What?  That's like the fifth time I've said that.  I'm even responsible for that quote being in the IRC bot's quote list.

Well a general CBF-ness on my part has resulted in me missing a lot of things on the forum... I don't use IRC either
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: redsniper on April 25, 2009, 03:32:54 pm
The link for the fixed Shivan beams is down.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on April 25, 2009, 03:45:15 pm
The link for the fixed Shivan beams is down.


Mediafire is down in general for the moment; for now, use this (http://users.tkk.fi/~lmiettun/Kuvat/FS2_Open/Shivan_Beams_512x16.7z).
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Aardwolf on May 06, 2009, 06:30:43 pm
This looks like an opportune moment for me to remind people that I made a beam + missile patch.

Available on fsmods (http://www.freespacemods.net/download.php?view.471)

Disclaimer: this might not work right with the multiplayer checksum checker, so it might prevent stats from saving in multi
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: sfried on May 07, 2009, 08:45:11 am
Are the time tables fixed in the new MV_Music.vp download links/torrents?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on May 07, 2009, 10:09:54 am
You mean the one concerning Revelation Ambience?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Skywalker on May 23, 2009, 10:15:32 am
1 question if you don't mind.

How should i install this???
Just put it into my game folder??

And how will I know if it work?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: The E on May 23, 2009, 10:20:42 am
Follow this Guide. It tells you far better than I ever could how to get a working FSO install (http://www.hard-light.net/forums/index.php/topic,61606.0.html). If there are any further questions, Feel free to ask them either here or in IRC (http://irc://irc.esper.net/hard-light).
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on May 23, 2009, 10:25:54 am
Surprisingly, the installation procedure is also described in the first post of this thread.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: captain-custard on June 02, 2009, 05:13:35 am
after a conversation in Irc last night ( based around gameplay and fps in asteroid fields) i am convinced there is a difference in the Mvp complete and the mvp individual...

so my question is are they exactly the same

and /or does the game handle them in the same way


i played the same mission (first dogfight in multiplayer with asteroids) with mvps complete and with mvps individual, and i had a difference of 10fps between the 2,

the mvps complete started lower , and did not mount so high , starting at 15fps and very slowly mounting to 20 fps and occasionally geting to 25fps

the mvps individual started at 26fps and mounted to 40+ fps

so are the files different or is it how the game deals with the mvps

can anyone one else duplicate this ? last night one other person tried and had a 10fps difference , i tried this 5 times , clearing the cache and data folder each time and had the same results .....
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Vasudan Admiral on June 02, 2009, 08:36:26 am
That does sound odd. There were concerns during development that such a large single filesize as would be the case with MV_Complete could cause problems, but we never found any evidence of reported problems in the past with stuff like BTRL or TBP's single large VPs.

Content-wise I'm downloading MV_Complete now to be sure, but yeah as far as I'm aware MV_Complete should be exactly what you'd get if you unpacked all the individual MVPs to a folder - doing MV_Advanced last so it's contents overwrote some of that of MV_Effects and MV_Assets with higher detail versions.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: captain-custard on June 02, 2009, 11:17:05 am
mmmmm
Quote
That does sound odd. There were concerns during development that such a large single filesize as would be the case with MV_Complete could cause problems, but we never found any evidence of reported problems in the past with stuff like BTRL or TBP's single large VPs.


that is really interesting, ive always had lower frame rate issues in TBP, i thought this was down to bugs etc , as the ships dont have normal maps etc .... but maybe it is file size ..;;;

this is maybe becoming more interesting , i await to see if it is only me or only laptop users that have this problem ...;
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Kolgena on June 02, 2009, 04:53:50 pm
mmmmm
Quote
That does sound odd. There were concerns during development that such a large single filesize as would be the case with MV_Complete could cause problems, but we never found any evidence of reported problems in the past with stuff like BTRL or TBP's single large VPs.


that is really interesting, ive always had lower frame rate issues in TBP, i thought this was down to bugs etc , as the ships dont have normal maps etc .... but maybe it is file size ..;;;

this is maybe becoming more interesting , i await to see if it is only me or only laptop users that have this problem ...;

I'd try unpacking everything and sticking it in the data folder. If having all your things in a single VP file is really slowing down performance somehow, then having everything sprawled out in their "normal" directories should alleviate that. If that doesn't work, I'm guessing something else is at play here.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: captain-custard on June 02, 2009, 05:06:48 pm
yep already thought of that and am testing it at the moment .......thanks
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mongoose on July 15, 2009, 01:26:22 am
Wasn't sure where to post about this, but I figured this was as good a place as any.  I'm holding down the fort here alone for this week, so I decided that it was the perfect opportunity to see how FS2_Open runs on the family machine, which is substantially beefier than my own and can enable the pretty things like normal maps and MV_Advanced that my box can't cope with.  (Said machine has a Core 2 Duo, 4 gigs of RAM, and a Radeon HD3Something.  33Something?  34Something?  Meh, whatever. :p) So after I figured out that I didn't have a .7z unpacker installed on the machine, and then again after I figured out that I'd have to install OpenAL on it, I finally fired up the game in all of its visual glory.  And...wow.  I was completely blown away.  It's one thing to see normal maps in screenshots, but to see them in action and subject to the game's lighting conditions is something else entirely.  There I was, running the game at 1440x900, with probably overkill amounts of anti-aliasing and anisotropic filtering enabled, and I was getting eyefuls of gorgeous high-quality goodness at a near-constant 60 FPS.  Now that I've finally properly been able to see this latest release in all its glory, major kudos to you guys, and to the coders who make the whole thing possible.  I really need to get/upgrade a box of my own that's capable of playing the game this way on a daily basis, because it's too damn good-looking not to. :)
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on July 15, 2009, 10:51:45 am
..I was getting eyefuls of gorgeous high-quality goodness at a near-constant 60 FPS.

:eek2:

You might want to post the system specifications of your family PC so that all of us can have a good idea of what's needed to run FS2_Open at full speed with everything on. An early-2008 Mac doesn't quite cut it (which is what I use).
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on July 15, 2009, 11:23:38 am
That's not very clear either AE, as Apple sells quite a few different computers.  Mac Pro?  Mini?  MacBook?  Air?  iMac?  I would bet that a Mac Pro from early last year can really throw down with FS2, assuming its configuration wasn't skimped on somehow.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: blowfish on July 15, 2009, 06:28:04 pm
True enough, though IIRC Androgeos had a MacBook.  Actually I think most of the Mac people on HLP are running MacBooks or MacBook Pros...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on July 16, 2009, 10:09:54 am
Mine is somewhere between a Late 2007 and Early 2008 (white) model. The nViDiA graphics card in the Late 2008 (aluminium) model should be quite a boon to whoever owns it. :blah:

I wouldn't say the same for the monitor, though. :drevil:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on July 16, 2009, 11:02:56 am
The current one has a 9400M, is that the same as the late 2008 model?  It's pretty beefy I bet.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on July 16, 2009, 11:35:16 am
My friend did say the mini runs hot, even at idle, so there's a chance extended use might make it _really_ hot, but I can't imagine they'd sell it if it would just overheat in a well ventilated area.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: General Battuta on July 16, 2009, 11:54:32 am
WTF? Where did the post between chief's posts go?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on July 16, 2009, 02:13:45 pm
Good question.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Enzo03 on July 16, 2009, 04:15:04 pm
Quick question..



...possible to turn off only hi-res models? My computer is crap and I can't get a new one any time soon..
If not, I'm gonna have to figure out how (if it is possible) to remove those models from the vp so I can run it like so...
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Herra Tohtori on July 16, 2009, 04:23:30 pm
Quick question..



...possible to turn off only hi-res models? My computer is crap and I can't get a new one any time soon..
If not, I'm gonna have to figure out how (if it is possible) to remove those models from the vp so I can run it like so...

Try the detail setting from FS2 itself. That will allow you to lower the model level of detail.

Also, it doesn't work that way. Most likely it's not the models doing it anyway but the high resolution textures that consume all your video memory.

If you are using MV_Complete, you could switch to using the more traditional individual MediaVP's (Core, Effects, Assets, Music) and leave MV_Advanced out of it. That's where the really... well, advanced stuff is.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Galemp on July 16, 2009, 04:39:47 pm
Yes, don't forget that the FS2 Detail options still work perfectly. Try sliding the Models detail level down a few notches, that will use low-poly models more often.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on July 16, 2009, 05:51:36 pm
Unfortunately that doesn't change the memory use, just the rendering requirements.  But it's still kind of a crazy request.  If you're having a hard time with the models you're going to have a hard time with the rest of the mediavps because everything about them eats up more memory, has more detail, etc.  You either have a new enough rig to run them or you don't, that's kind of their purpose.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on July 17, 2009, 04:40:25 am
Are normal maps more or less resource-demanding than other kinds of maps? :confused:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: General Battuta on July 17, 2009, 08:26:19 am
More. But they're far less resource-demanding than the equivalent amount of detail rendered in actual polygons.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: portej05 on July 17, 2009, 08:35:05 am
More. But they're far less resource-demanding than the equivalent amount of detail rendered in actual polygons.

It's official. Battuta is the Master of Understatement.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: chief1983 on July 17, 2009, 10:01:00 am
That's debatable.  Depends on how many polies you're actually shaving off with the normal map.  But if you're gonna have a  normal map, you can go as hog wild with it as you want so you can almost always make it look worthwhile.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Colonol Dekker on July 17, 2009, 11:01:34 am
Search for the shadows of lylat harlock test to see a great example of normal maps and shaders being toggled to see the benefits of normal maps while keeping a pretty low poly model :yes:
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Commander Zane on July 17, 2009, 06:00:09 pm
I know someone mentioned having the old missile trails back, how's that done?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Androgeos Exeunt on July 17, 2009, 10:43:12 pm
Wasn't that covered in the Celebration of FS thread already? It's a tablefile modification from what I read. The files are in the mediavps, but they are not listed in the tablefile.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Enzo03 on July 17, 2009, 11:44:05 pm
Try the detail setting from FS2 itself. That will allow you to lower the model level of detail.
I'd try it if I still had the assets vp (I deleted it to make room for some other game... then when I installed it I somehow ended up with several more gigs of space than before installation O_o). I know where I can get it though.

Also, it doesn't work that way. Most likely it's not the models doing it anyway but the high resolution textures that consume all your video memory.
Maybe...

If you are using MV_Complete, you could switch to using the more traditional individual MediaVP's (Core, Effects, Assets, Music) and leave MV_Advanced out of it. That's where the really... well, advanced stuff is.
I never touched MV_Complete. I decided not to get MV_Advanced... just because, and ATM I don't have Assets because it kinda works well enough for me without it... though I do miss shiny stuff...
Responses in bold.
It'd probably help if I did get a new computer, but the funds are not available to me (I have to save up for college and I need ALL the cash I can get.)   ...because a craptop from 05 or so probably doesn't cut it :P
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on July 18, 2009, 02:15:45 am
If my memory doesn't fail me, MV_Core is the "absolute minimum" if one wishes to try that. But if you have epic performance issues with the 3.6.10 MediaVPs, it would probably be best to either play vanilla or go back to the 3.6.8 MediaVPs.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Enzo03 on July 18, 2009, 10:17:43 pm
Well while they are not "epic", they are less than favorable for most situations.
Hmm. I remember playing 3.6.7 (build and mediavps) and I would have HORRIBLE lags at first, then it would slowly smooth out... I once tried all the 3.6.10 mediavps on this computer and to my astonishment it didn't have those horrible lags... but I am guessing that this is based on the coding.
Visually I have it set up as far as I really need it to go (just the effects vp).


NOW THEN... I like most of the HQ music in the music VP (thanks Dan, you're awesome!), but there's two "HQ" tracks I don't really care for - brief 01 and brief 03... well I could live with 03. But 01 doesn't suit my tastes as well as the original.
Enh, sorry to complain. I've been having trouble finding any good modding resources/tutorials. Might play around with it for now :)
Edit: and thus Enzo learned almost everything he needed to know how to use about VPMage within the period of 10-15 minutes...

edit 2: And then he found he cannot see jump nodes... O_o
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Thaeris on July 24, 2009, 01:16:48 am
I just completely gutted FS2 (uninstalled EVERYTHING) and reinstalled it in preparation for upgrading to 3.6.10 and its associated assets. Are the links on the first page of the thread reliable/up-to-date OR will I need to read through the whole thread to make sure everything is properly patched (through manual action) before the MediaVPs are up to par? Even then, there's a few bugs left, no (no engine glow on the Hygeia, etc.)?

I'm going to refrain from using Turey's installer this time around for two reasons: Currently, the site is out of date. This implies the software is old. The software in the installer apparently also has a few bugs which make it unreliable at this time. Next, Vista being Vista, the installer worked perfectly (for 3.6.9), but once the software was installed the majority of the files were hidden from access. If there's a problem and something needs to be switched out, I can't do it given that condition. It's also a good leaning experience to install the update via components, maybe...

In retrospect, the last paragraph was possibly unnecessary. Thus said, what is the condition of the links?

-Thaeris
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Mongoose on July 24, 2009, 01:40:01 am
The links are just fine.  It wouldn't be much of an official release thread if the correct files were buried on page 17. :p

Also, I suppose it's too late to say this, but there was really no need to completely reinstall FS2.  So long as the only VP files in your main FS2 directory are the retail ones, and there are no mods shoved in the main freespace2/data folder, you can essentially add and remove mod folders without consequence.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: Jeff Vader on July 24, 2009, 02:59:44 am
And "installing" new builds is basically placing the builds in \freespace2\ and using the Launcher to select the one you want to use. And if you want to tidy things up a bit, you can even remove older FSO builds that you won't use.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ViolentAJ on August 11, 2009, 12:29:56 am
I'd like to know where I can get
Readme
Mod.ini
Launcher Graphic

The links on the first page aren't working.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: The E on August 11, 2009, 12:37:03 am
Huh. So they are. Use these, then.

[attachment deleted by Tolwyn]
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ViolentAJ on August 11, 2009, 02:17:56 am
Thanks. Also, where can I get a working launcher for this?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: eliex on August 11, 2009, 02:37:26 am
A working launcher as in a FSO Launcher (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_10.zip)? Or does the graphic not fit?
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ViolentAJ on August 11, 2009, 06:09:46 am
That's odd. I run fs2_open_3_6_10d.exe, but it goes straight to the game. It doesn't pop up with a launcher at all.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: The E on August 11, 2009, 06:20:54 am
...
eliex, that's not the Launcher. This is (http://fs2source.warpcore.org/exes/Launcher55e.zip).

ViolentAJ, you NEED the launcher to enable mods, features and set resolutions conveniently.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: ViolentAJ on August 11, 2009, 03:07:27 pm
Cool, thanks.

Now I just have to figure out how to remove the FPS counter and the SDRAM etc. readout to the upper right.
Title: Re: RELEASE: 3.6.10 Media VPs
Post by: The E on August 11, 2009, 03:30:13 pm
Use a non-debug build (fs2_open_3_6_10.exe) to remove the memory statistics.
To disable the FPS counter, go to the Launcher's features tab, set list type to "Dev tools", and uncheck the "Show frames per second on HUD" mark.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Vidmaster on August 12, 2009, 10:40:20 am
YEAH :-)  final release.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: sigtau on August 12, 2009, 11:41:47 am
Two bugs so far:

1. Shivan beams are ****ed up again.
2. Shivan shields aren't "electric" anymore, like they were in the first 3.6.10 mediavps, currently they look just like they did in retail.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Commander Zane on August 12, 2009, 12:02:52 pm
How are they ****ed up? No problems on my end.
Shivan shields are no different than they've been either.

To quote Command on a JAD mission, "You must be going cur-r-r-r-r-r-a-a-a-a-zy."

Although I will ask, what's the point of the little blue "X" that appears when you start moving, just a true ship trajectory indicator?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Galemp on August 12, 2009, 12:13:33 pm
New release? Phooey. If I had known I would have tweaked the Hornet's nosecone.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Commander Zane on August 12, 2009, 12:23:43 pm
The Rahu's animated glows are close to unnoticable unless you put the ship to insane zoom levels, not to mention I think it was a wasted update, since something like the Lucifer could've been given animated glows. Also the new glass maps don't seem too gold-glass friendly, the difference between how much reflection is shown is rather significant, then there's the Herc Mk. I which doesn't really seem affected at all by the new glass map. Plus, the Myrmidon gets smoothing, but the Ursa still remains without normal maps.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: wuu on August 12, 2009, 12:46:14 pm
Is it only by me or have others the same problem, the old green HUD appears instead of the gray.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: blowfish on August 12, 2009, 12:49:00 pm
Is it only by me or have others the same problem, the old green HUD appears instead of the gray.

Check your settings.  If you created a new pilot file, it would have reverted the HUD coloring.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: wuu on August 12, 2009, 12:55:43 pm
Is it only by me or have others the same problem, the old green HUD appears instead of the gray.

Check your settings.  If you created a new pilot file, it would have reverted the HUD coloring.

Interesting, had to make four new pilot files before it reverted back. Is ok now.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: blowfish on August 12, 2009, 01:03:15 pm
:wtf: I meant just go into the settings and manually change the HUD color...
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: wuu on August 12, 2009, 01:19:01 pm
:wtf: I meant just go into the settings and manually change the HUD color...

Quite the misunderstanding  :lol:. :wtf:
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Narvi on August 12, 2009, 02:31:21 pm
That irritating beam bug is still present on my crappy intel integrated.

Now where was that fix...? Was it abolish beam glows?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Tiponey on August 12, 2009, 02:45:15 pm
Yeah the beam bug is still present and I don't know why but maybe because of new settings(or ???)i don't have cockpit interior textures for terran fighters.i keep a save of the previous 3.6.10 released and i got it back again.maybe it's only a texture name problem
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: McCall on August 12, 2009, 04:13:19 pm
Dumb question?:

<< IMPORTANT: Known Issues

Campaign Mission "Clash of the Titans II" has 2 errors. Corrected version here: SM3-09.fs2 (Right-Click, "Save As") >>

Where do we put this file to fix the issue?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: blowfish on August 12, 2009, 04:14:28 pm
mediavps/data/missions/
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Sushi on August 12, 2009, 04:23:32 pm
Looks great, thanks guys.
:yes:

Although the fact that the crosshairs are a pixel or two off really bugs me now. :p I know it's been like that forever, but I never really noticed it until there was a flight-path indicator showing otherwise...
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: sigtau on August 12, 2009, 05:00:15 pm
How are they ****ed up? No problems on my end.
Shivan shields are no different than they've been either.

(http://img4.imageshack.us/img4/3172/screen0005w.png)

(http://img19.imageshack.us/img19/1685/screen0009t.png)

Shivan shields don't look all "electricky" like they did in the last MediaVPs.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Kolgena on August 12, 2009, 05:14:51 pm
I must ask these things, since I have these fixes from the old mediavps:

ATI driver fix is included? [Y/N]
SbeamAB, SbeamAD, SbeamAE, fixed? [Y/N] (seems like no from above screenshots)
capital2s-01.pof, Miner2v-01.pof, Support2V-01.pof, SupportT-01.pof are fixed versions? [Y/N] (These had to deal with ship axes not lining up with model axes and missing glows. It was a small bug a while back that didn't get much attention, but did get a fix)
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: McCall on August 12, 2009, 05:21:49 pm
mediavps/data/missions/

Thanks Blowfish!
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Qent on August 12, 2009, 05:35:18 pm
I'm not having a problem with the beams or the shields.

Although the fact that the crosshairs are a pixel or two off really bugs me now. :p I know it's been like that forever, but I never really noticed it until there was a flight-path indicator showing otherwise...
How would one go about moving the HUD over just a tad?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: sigtau on August 12, 2009, 05:40:24 pm
For the record, I do not have an ATI card, I have an older nVidia card (GeForce TI-4400).

And I get the beam and shield bugs.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Kolgena on August 12, 2009, 05:57:30 pm
Okay, just dled and tried it out. I have an ATI Radeon 3650 HD.

So, first thing I notice in ship lab is that a problem originally limited to the gold glass before this release now affects everything. I don't know what happened to the glass maps, but everything is so mirrored that it's impossible to see any cockpit save the one in the Herc I. The cockpits are still there and can be seen if I turn on Fixed Render Pipeline, but it seems the shininess completely overrides the transparency.

The old atishaderfix.vp (or something) file that fixes flashing white polys is no longer needed, so that's good.

The beams use the old glows with the new beams, which looks okay, except for the LRed. That beam is too big for the glow and looks funky.

If I notice anything else, I'll add it here.

[attachment deleted by Tolwyn]
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Commander Zane on August 12, 2009, 06:05:32 pm
Damn, the LRed didn't look that wide on my screen, though it still exceeds the origin of the beam. Though that glow looks really faint for some odd reason.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Kolgena on August 12, 2009, 06:07:09 pm
It's shooting past me, so the perspective makes it massive. However, that doesn't change the fact that at the beam/glow intersect, things aren't meshing.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: colecampbell666 on August 12, 2009, 08:34:47 pm
Could this be another ATi bug? Did you get the new 3.6.10 MVPs?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Commander Zane on August 12, 2009, 08:38:34 pm
Hmm, the Ulysses still has that bit of missing texture.
While in the Ship Lab the canopies look really good, though in a mission they seem significantly different.
The reflections are good, but the glass in-game seems dark.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Vasudan Admiral on August 13, 2009, 04:41:22 am
Arrrgh, huge apologies guys, but by the looks of it when we eventually figured out what was wrong with the beams from the first release and made a patch, we completely forgot to actually apply that patch to the SVN data. Again since none of the team have the problem we never noticed it was missing. :(

The old 'tempoary' patch will still work to fix it:
http://www.mediafire.com/download.php?yqq5mjmtlzl

Also I'm currently looking into the other bits and bobs that went wrong or possibly wrong for this release. We'll probably need to patch the patch at this rate though. >:[

In the meantime, PLEASE post everything you spot that is wrong or might be wrong to the FSU mantis (http://www.hard-light.net/mantis/view_all_bug_page.php) so it will at least be a bit harder to forget stuff again!
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Vasudan Admiral on August 13, 2009, 04:56:13 am
Shivan shields don't look all "electricky" like they did in the last MediaVPs.

The electrical effect is in MV_Advanced - and that hasn't changed, so make sure you have that. Just tested to make sure it is still working in game, and it is. :)
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Vasudan Admiral on August 13, 2009, 07:07:03 am
Ok, so the two main issues are:
1) The shivan beam bugs are back. Tempoary fix: http://www.game-warden.com/starfox/Non_SF_related_stuff/MVP3610BETA/ShivanBeamFix.zip

Place these files in \mediavps\data\effects

2) The Velocity Indicator script. Tempoary fix (disables it): http://www.game-warden.com/starfox/Non_SF_related_stuff/MVP3610BETA/VelocityIndicatorDisabler.zip

Place this file in \mediavps\data\tables

Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Kolgena on August 13, 2009, 12:36:26 pm
...yeah. I guess the gold glass thing is an ATI bug. Serves me right for not getting nVidia I guess >.>
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: xXGrifterXx on August 13, 2009, 01:50:22 pm
Hi guys! I've been having problems with the latest mediavps. The original topic is in tech support http://www.hard-light.net/forums/index.php/topic,65062.0.html (http://www.hard-light.net/forums/index.php/topic,65062.0.html)
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Rodo on August 13, 2009, 03:08:39 pm
So I'm replaying the campaign from 0 and I get this when try to run "A lion at the door", I think it might be the new mvp's because I just extracted the retail file and played through it without problems... or maybe the pilot file but I'm not sure, played with two different builds. (RC3 final and fs2_open_3_6_11r.exe.

this is what I get when I run with debug exe RC3:

Code: [Select]
Error: Invalid ship/wing name.

In sexpression: ( is-destroyed-delay 5 "GTT Argo 01" )
(Error appears to be: GTT Argo 01)
File: MissionParse.cpp
Line: 6096


Call stack:
------------------------------------------------------------------
    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()    kernel32.dll 7c817077()
------------------------------------------------------------------

If someone can check this, I don't want to upload to mantis without knowing for sure it's a mvp issue.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: pecenipicek on August 13, 2009, 06:35:43 pm
something is misspelled in one of the mission sexp's
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Zacam on August 13, 2009, 10:43:28 pm
So I'm replaying the campaign from 0 and I get this when try to run "A lion at the door", I think it might be the new mvp's because I just extracted the retail file and played through it without problems... or maybe the pilot file but I'm not sure, played with two different builds. (RC3 final and fs2_open_3_6_11r.exe.

this is what I get when I run with debug exe RC3:

Code: [Select]
Error: Invalid ship/wing name.

In sexpression: ( is-destroyed-delay 5 "GTT Argo 01" )
(Error appears to be: GTT Argo 01)
File: MissionParse.cpp
Line: 6096


Call stack:
------------------------------------------------------------------
    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()    kernel32.dll 7c817077()
------------------------------------------------------------------

If someone can check this, I don't want to upload to mantis without knowing for sure it's a mvp issue.

Actually, that's not possible. "A Lion at the Door" has no Argo's in it. TSM-104 on the other hand, DOES, and yes, it is broken.

See, I'm really pissed. FRED should have caught these bugs, as I loaded _every_ mission into FRED after changing the ship  to remove the Prefix of Ship Class from the Name displayed in the HUD, suspifically to catch things like this.

It also failed to warn me about "break-warp" cannot be assigned to a wing in one of the CoOp missions.

I am fixing these as they occur. TSM-104 will have a mantis entry.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Tiponey on August 13, 2009, 10:52:07 pm
I've got the same problem than Rodo with this new set.And again about the interior cockpit for terran fighters, is it a new darker glass or a missing texture?I installed FS2 again and the interior is black(??)

[attachment deleted by Tolwyn]
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Zacam on August 13, 2009, 11:17:18 pm
There was a change to the glass texture to one provided by Woolie Wool, along with a replacement cubemap.

The glass looked okay over here with and without advanced, but it can be reverted.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Galemp on August 13, 2009, 11:31:15 pm
Ok, so the two main issues are:
1) The shivan beam bugs are back. Tempoary fix: http://www.game-warden.com/starfox/Non_SF_related_stuff/MVP3610BETA/ShivanBeamFix.zip

Place these files in \mediavps\data\effects

2) The Velocity Indicator script. Tempoary fix (disables it): http://www.game-warden.com/starfox/Non_SF_related_stuff/MVP3610BETA/VelocityIndicatorDisabler.zip

Place this file in \mediavps\data\tables

Are these (and the forthcoming single-player mission patch) going to break validation? I'm guessing yes, and that these are not, in fact, going to be the ones validated.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Zacam on August 13, 2009, 11:41:45 pm
They will not break validation, as Validation Data is going to be updated once we're sure we got it all.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: -Norbert- on August 14, 2009, 01:26:59 pm
Quote
GAMEPLAY RELATED:
Localizations Added:
   German
   French
   Polish
Does that mean I no longer need the "mv_strings-lcl.tbm" I needed before for my german version of FS2?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Protoss on August 14, 2009, 05:04:58 pm
So I'm replaying the campaign from 0 and I get this when try to run "A lion at the door", I think it might be the new map's because I just extracted the retail file and played through it without problems... or maybe the pilot file but I'm not sure, played with two different builds. (RC3 final and fs2_open_3_6_11r.exe.

this is what I get when I run with debug exe RC3:

Code: [Select]
Error: Invalid ship/wing name.

In sexpression: ( is-destroyed-delay 5 "GTT Argo 01" )
(Error appears to be: GTT Argo 01)
File: MissionParse.cpp
Line: 6096


Call stack:
------------------------------------------------------------------
    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()    kernel32.dll 7c817077()
------------------------------------------------------------------

If someone can check this, I don't want to upload to mantis without knowing for sure it's a mvp issue.

Hello lads first off I'd just like to tank you all for the work you have done on FSO, quite remarkable really. I remember reading about this project years ago and have just recently come across it mentioned in a youtube post. Anyway i am new around here and i would just like to say Well Done FS2 looks REMARKABLE! err before i start crying and asking how to fix Q's!

Well got the FS1+silent threat and FS2 from GOG and played through FS1 last night. Was proper kool, haven't played a space Sim in years, they kind of died for me after and few fail arse games i picked up post FS2.

Anywho i have the same problem as Rodo and after a few cracks at Mantis I'm at a lose. Seem to be stuck at email password verifycation. Erm i'd love it if someone could explain a few things please!

1:Is Mantis used as some sort of hotfix tool for debugging my current version of SPO?( i can see Mantis is a means for acquiring bug information btw)

2:I have seen talk of a version 3.6.11 and this version having been fixed of a few bugs in .10,is this downloadable?or a new something that will be released at some later point? (Just in case i haven't navigated the forums correctly doh!)

3:Is there anyway for me to fix this issue now?

Sorry if i am asking some silly Q's here but i have gotten this far only by Zacams helpful guide 
http://www.hard-light.net/forums/index.php/topic,65038.msg1282043.html#msg1282043

Is there a similar guide for tools like me regarding the fixing of these issues??

Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: The E on August 14, 2009, 05:21:03 pm
Mantis is a tool to report and track bugs, using it will not magically fix them.
3.6.11 builds are avilable via the nightly builds subforum on the SCP board; be aware that while they have fixed a few bugs in 3.6.10, they are still experimental and could contain other bugs.

As for that mission bug: Are you quite sure that this is from "Lion at the door" (4th mission of the main campaign, not counting the training missions)? I can't find a GTT Argo in any of those missions.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Protoss on August 14, 2009, 05:47:15 pm
Mantis is a tool to report and track bugs, using it will not magically fix them.
3.6.11 builds are avilable via the nightly builds subforum on the SCP board; be aware that while they have fixed a few bugs in 3.6.10, they are still experimental and could contain other bugs.

As for that mission bug: Are you quite sure that this is from "Lion at the door" (4th mission of the main campaign, not counting the training missions)? I can't find a GTT Argo in any of those missions.

W00T! fast answer, yep knew that about mantis was just wondering seems how i couldn't get a account with mantis if there was some other hidden extras i could not see.

 The Quote was a post from page 38 and it was answered by Zacam
******"Actually, that's not possible. "A Lion at the Door" has no Argo's in it. TSM-104 on the other hand, DOES, and yes, it is broken.

See, I'm really pissed. FRED should have caught these bugs, as I loaded _every_ mission into FRED after changing the ship  to remove the Prefix of Ship Class from the Name displayed in the HUD, suspifically to catch things like this.

It also failed to warn me about "break-warp" cannot be assigned to a wing in one of the CoOp missions.

I am fixing these as they occur. TSM-104 will have a mantis entry."*****

Sorry should have mentioned that also.

OK thanks think i will take the .11 build anyway as i can at least play further then the first 3 missions. Any additional bugs i find ill try to upload via mantis if i can get a account that is
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: The E on August 14, 2009, 05:50:34 pm
You do know that you have to use the FSU mantis for that, don't you? Just checking, because the SCP mantis would be the wrong place.
http://hard-light.net/mantis/my_view_page.php
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Protoss on August 14, 2009, 06:12:08 pm
Err so thats what that means...

Yea anyway don't worry about that i won't be uploading anything untill i have a much finer grasp on wtf im doing. So went to the nightly sections theres a whole bunch of posts all way over my head.
Can you tell me what im suppose to do to get .11?

Revision 5518 is the download here the latest and greatest or am i missing the pot again?

And more over if it is am i suppose to download it into a specific folder? i.e. the usual mvp folder just like a build?

Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: The E on August 14, 2009, 06:38:01 pm
....
Yes, 5518 is the latest build.
No, you should unpack it into your base FS2 directory, the same place where the 3.6.10 executables are in. You will then need to start the Launcher, click on "Browse" and select the 3.6.11 executable.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Protoss on August 14, 2009, 06:51:40 pm
Yes sorry that occured to me after posting doh! Also removed the old FSo files and installed the new but got the same error because i had the features set to meadiavps as if i was about to try some mods?? I don't know... :confused:

Anyway corrected that and i seem to be home clear! W00t! thanks for the help mate i'm running late for my training mission!  ;)
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: ethaninja on August 14, 2009, 10:09:08 pm
Hehe it would be fun if I could find the download link.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Galemp on August 14, 2009, 10:16:21 pm
You mean the sticky thread at the top of the forum that says RELEASE? That one?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: ethaninja on August 14, 2009, 10:21:36 pm
Aye. This is probably the first forum I've been on where I've actually gotten a response. Cheers for the help.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: SpacemanCarl on August 15, 2009, 03:01:41 pm
So I'm replaying the campaign from 0 and I get this when try to run "A lion at the door", I think it might be the new mvp's because I just extracted the retail file and played through it without problems... or maybe the pilot file but I'm not sure, played with two different builds. (RC3 final and fs2_open_3_6_11r.exe.

this is what I get when I run with debug exe RC3:

Code: [Select]
Error: Invalid ship/wing name.

In sexpression: ( is-destroyed-delay 5 "GTT Argo 01" )
(Error appears to be: GTT Argo 01)
File: MissionParse.cpp
Line: 6096


Call stack:
------------------------------------------------------------------
    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()    kernel32.dll 7c817077()
------------------------------------------------------------------

If someone can check this, I don't want to upload to mantis without knowing for sure it's a mvp issue.

Actually, that's not possible. "A Lion at the Door" has no Argo's in it. TSM-104 on the other hand, DOES, and yes, it is broken.

See, I'm really pissed. FRED should have caught these bugs, as I loaded _every_ mission into FRED after changing the ship  to remove the Prefix of Ship Class from the Name displayed in the HUD, suspifically to catch things like this.

It also failed to warn me about "break-warp" cannot be assigned to a wing in one of the CoOp missions.

I am fixing these as they occur. TSM-104 will have a mantis entry.


Just started a clean install of FS2 (boxed version) with all the latest updates. Got to the same missions and received the same error messages and can no longer continue.
As of now I'm re-installing 3.6.9 fso as this new release is unplayable for me.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Khalaq on August 15, 2009, 03:14:24 pm
It's interesting that the various "Installation Instructions" for MPV's all link to this discussion thread instead of the actual downloads themselves (or a page with the downloads on it).

An easy fix would be to provide a download link in the first posting of this thread.


-Khalaq
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Mongoose on August 15, 2009, 03:31:20 pm
That would be because this thread was the original 3.6.10 release thread, and no one has updated the instructions that pointed to it yet.  In any case, it would be a good idea to throw a link to the download thread in the first post.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Snail on August 15, 2009, 06:23:31 pm
Am I the only one who thinks that the new shield icons for the Loki, Zeus and Seraphim are in need of serious anti-aliasing?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Vasudan Admiral on August 15, 2009, 06:59:54 pm
That would be because this thread was the original 3.6.10 release thread, and no one has updated the instructions that pointed to it yet.  In any case, it would be a good idea to throw a link to the download thread in the first post.
Oh snap. :\
Fixed.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: xXGrifterXx on August 16, 2009, 10:31:38 pm
Hey do you guys have sunlight in the first two missions of the retail campaign? I don't  :confused:
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Tinywolf on August 17, 2009, 07:21:37 am
So I'm replaying the campaign from 0 and I get this when try to run "A lion at the door", I think it might be the new map's because I just extracted the retail file and played through it without problems... or maybe the pilot file but I'm not sure, played with two different builds. (RC3 final and fs2_open_3_6_11r.exe.

this is what I get when I run with debug exe RC3:

Code: [Select]
Error: Invalid ship/wing name.

In sexpression: ( is-destroyed-delay 5 "GTT Argo 01" )
(Error appears to be: GTT Argo 01)
File: MissionParse.cpp
Line: 6096


Call stack:
------------------------------------------------------------------
    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()    kernel32.dll 7c817077()
------------------------------------------------------------------

If someone can check this, I don't want to upload to mantis without knowing for sure it's a mvp issue.

Hello lads first off I'd just like to tank you all for the work you have done on FSO, quite remarkable really. I remember reading about this project years ago and have just recently come across it mentioned in a youtube post. Anyway i am new around here and i would just like to say Well Done FS2 looks REMARKABLE! err before i start crying and asking how to fix Q's!

Well got the FS1+silent threat and FS2 from GOG and played through FS1 last night. Was proper kool, haven't played a space Sim in years, they kind of died for me after and few fail arse games i picked up post FS2.

Anywho i have the same problem as Rodo and after a few cracks at Mantis I'm at a lose. Seem to be stuck at email password verifycation. Erm i'd love it if someone could explain a few things please!

1:Is Mantis used as some sort of hotfix tool for debugging my current version of SPO?( i can see Mantis is a means for acquiring bug information btw)

2:I have seen talk of a version 3.6.11 and this version having been fixed of a few bugs in .10,is this downloadable?or a new something that will be released at some later point? (Just in case i haven't navigated the forums correctly doh!)

3:Is there anyway for me to fix this issue now?

Sorry if i am asking some silly Q's here but i have gotten this far only by Zacams helpful guide  
http://www.hard-light.net/forums/index.php/topic,65038.msg1282043.html#msg1282043

Is there a similar guide for tools like me regarding the fixing of these issues??




Hi all,

by the way great work, this is just awesome stuff :)

I seem to be haivng a similar problem with the same error. I have installed the lastest .11 (5520) but still get the same error. I applogize if the answer is somewhere and I have missed it.  Also I do have .11 selected in the lancher.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: The E on August 17, 2009, 07:34:15 am
Using 3.6.11 will NOT fix this problem. It's a problem in the mission file, not the executable.

Stick this mission file into your mediavps\data\missions directory (create it if it doesn't exist).

[attachment deleted by Tolwyn]
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Tinywolf on August 17, 2009, 07:40:34 am
Thanks E, your a lifesaver:).

Just gave it a try and it  worked  :D

Thanks again
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: WhiteFox on August 20, 2009, 05:39:49 pm
Quote
GAMEPLAY RELATED:
Localizations Added:
   German
   French
   Polish

Where I can find the Option for edit this ? ^^
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: xXGrifterXx on August 20, 2009, 06:51:46 pm
There seems to be a lot of problems with the retail campaign. Is anyone looking at this?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: The E on August 20, 2009, 06:54:34 pm
Yes. In fact, all of the really glaring flaws have been found and corrected already; Now it's time to find and correct all the little subtle bugs.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: xXGrifterXx on August 20, 2009, 08:19:57 pm
Really? I have no sunlight in the first three missions and in mission 4 of the retail campaign I'm getting these errors.
Error: Invalid ship/wing name.

In sexpression: ( is-destroyed-delay 5 "GTT Argo 01" )
(Error appears to be: GTT Argo 01)
File: MissionParse.cpp
Line: 6096


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

Error: Invalid ship name.

In sexpression: ( when
   ( targeted "GTT Argo 01" )
   ( training-msg "Good.  Now You'll" )
)
(Error appears to be: GTT Argo 01)
File: MissionParse.cpp
Line: 6096


Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: Invalid ship name.

In sexpression: ( when
   ( targeted "GTT Argo 01" )
   ( training-msg "Now Have Epsilon" )
)
(Error appears to be: GTT Argo 01)
File: MissionParse.cpp
Line: 6096


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

Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: rubixcube on August 20, 2009, 08:23:04 pm
I seem to have a problem with the 3.9.10 media vp's. After I downloaded the new vp's and executables, some of the mods like Tides of darkness, no longer work. I just get the window with the send or don't send error report buttons. Any suggestions?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: General Battuta on August 20, 2009, 08:32:34 pm
Really? I have no sunlight in the first three missions and in mission 4 of the retail campaign I'm getting these errors.

That's because the fixed missions haven't been uploaded yet.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: The E on August 20, 2009, 09:14:27 pm
Except for THAT fixed mission. I uploaded that one numerous times. In this very thread, on this very page.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: General Battuta on August 20, 2009, 09:18:21 pm
Right, but they're not yet in the main MVPs download, are they?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: The E on August 20, 2009, 09:38:44 pm
No, not yet.

I seem to have a problem with the 3.9.10 media vp's. After I downloaded the new vp's and executables, some of the mods like Tides of darkness, no longer work. I just get the window with the send or don't send error report buttons. Any suggestions?

Okay, can you run a debug build (Select the fs2_open_3_6_10d.exe in the launcher), run it, and then post the fs2_open.log from the data folder in your FreeSpace 2 directory here? Or better yet, on the support board (http://www.hard-light.net/forums/index.php/board,151.0.html)?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Zacam on August 21, 2009, 12:22:02 am
I don't get this sudden increase of "the suns don't work for me" issue.....

Did they before and are not now? Because nothing lighting wise changed in the missions, Ambient lighting is still at Retail.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Androgeos Exeunt on August 21, 2009, 02:04:04 am
I don't get this sudden increase of "the suns don't work for me" issue.....

Did they before and are not now? Because nothing lighting wise changed in the missions, Ambient lighting is still at Retail.

I don't even recall seeing a sun in the first few missions. Ever. It might just be my obliviousness, but still.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: xXGrifterXx on August 21, 2009, 02:07:11 am
I don't get this sudden increase of "the suns don't work for me" issue.....

Did they before and are not now? Because nothing lighting wise changed in the missions, Ambient lighting is still at Retail.

I don't even recall seeing a sun in the first few missions. Ever. It might just be my obliviousness, but still.

There are suns in every mission.  Some are small. Its why ships have shadows.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Herra Tohtori on August 21, 2009, 06:26:48 am
There are suns in every mission.  Some are small. Its why ships have shadows.


If only... :(
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: rubixcube on August 21, 2009, 02:23:12 pm
No, not yet.

I seem to have a problem with the 3.9.10 media vp's. After I downloaded the new vp's and executables, some of the mods like Tides of darkness, no longer work. I just get the window with the send or don't send error report buttons. Any suggestions?

Okay, can you run a debug build (Select the fs2_open_3_6_10d.exe in the launcher), run it, and then post the fs2_open.log from the data folder in your FreeSpace 2 directory here? Or better yet, on the support board (http://www.hard-light.net/forums/index.php/board,151.0.html)?

Nevermind, problem solved, I had a few stray vps in there, screwed it up. Thanks anyway  :)
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: tamshiwen on August 22, 2009, 02:43:16 pm
Is there a way to enable lightspeed nebulas in fs2 campaign 3.6.10?  It works in 3.6.10 zeta, but only normal high res nebula in final.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Machaka on August 22, 2009, 03:32:02 pm
Using 3.6.11 will NOT fix this problem. It's a problem in the mission file, not the executable.

Stick this mission file into your mediavps\data\missions directory (create it if it doesn't exist).

confirmed fix for me as well- thanks E!!  :yes:
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: xXGrifterXx on August 22, 2009, 03:33:04 pm
So do you guys like the new cockpit glass? I'm not sure if I really like it since we see less detail of the inside of the cockpit and less detail on the pilot. What do you guys think? I actually kind of want to go back to the old ones.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Qent on August 22, 2009, 03:36:11 pm
Is there a way to enable lightspeed nebulas in fs2 campaign 3.6.10?  It works in 3.6.10 zeta, but only normal high res nebula in final.

Nebulas are working fine for me. Make sure you have MV_Effects and MV_Assets in your MediaVPs directory.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Commander Zane on August 22, 2009, 03:46:46 pm
So do you guys like the new cockpit glass? I'm not sure if I really like it since we see less detail of the inside of the cockpit and less detail on the pilot. What do you guys think? I actually kind of want to go back to the old ones.
I'm okay with the fact it shows the reflection of explosions and nebulae but the fact that it's extremely dark and barely shows anything inside bothers me too.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: tamshiwen on August 22, 2009, 04:34:40 pm
Is there a way to enable lightspeed nebulas in fs2 campaign 3.6.10?  It works in 3.6.10 zeta, but only normal high res nebula in final.

Nebulas are working fine for me. Make sure you have MV_Effects and MV_Assets in your MediaVPs directory.

I mean like the one below. what surrender belisaurius looks like in 3.6.10 zeta with lightspeed nebula instead of the normal blue one.
(http://farm4.static.flickr.com/3469/3845920273_dcd2202e6a_b.jpg)

-clarification.  This is from 3.6.10 beta with sd1119vp and advanced effectsvp(think it's the one with the custom nebula and star tables for fs2 missions)
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Commander Zane on August 22, 2009, 04:39:59 pm
Huh, a cyan star? You have star lighting on your ship too.
Found out up until TSM-104 I don't have ambient lighting.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Zacam on August 22, 2009, 05:14:29 pm
First up, there is no 3.6.10 Zeta.

If you mean 3.6.8 Zeta, that's fine.

Between then and now, Stellar Enhancements package was put in. They were in the preceding 3.6.10's and in these 3.6.10's. Nothing in terms of that changed.

If there are differences in mission regarding the lighting between the LAST 3.6.10 and THIS 3.6.10, then we need to be aware of this, even though nothing has changed that should have caused any differences.

In the "Surrender, Belisarius" mission, there is still a sun. Look at the planet. Rotate the ship in the direction the planets highlighting is showing you that the sun should be in. You can't miss it. And nothing changed regarding the ambient light level in the mission. And since 3.6.8, all iterations of 3.6.10 have included Lightspeeds nebula. But again, the stellar enhacements package may have adjusted some of the background per mission that will have them looking different than in 3.6.8 Zeta or Retail.

Further, the 3.6.8 sun being green is _bad_. Retail does not have a green sun, it has a Gold sun.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: tamshiwen on August 22, 2009, 05:17:41 pm
while I'm at it, I also noticed like you did zane that ambient lighting and specular lighting seem to be off in the first two missons.  This is what I get in 3.6.10 final in surrender belisarius
(http://farm3.static.flickr.com/2589/3846816340_79a16c2dc2_b.jpg)
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Commander Zane on August 22, 2009, 05:22:15 pm
And nothing changed regarding the ambient light level in the mission.
First up, something's wrong with the ambient light in the mission.

(http://img198.imageshack.us/img198/7918/nolight.png)

This was taken with my ship looking directly at the star, with the view showing the front of the ship to show that, despite it's facing a star, there's no light on it.
It's like this on mission two, mission three, all the way until you pass TSM-104, with the exception of the training missions themselves, which have lighting.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Zacam on August 22, 2009, 06:48:03 pm
I found the problem. And it's not actually a problem per-se, but now I know what is going on.

The mission got changed from 3.6.8Z to 3.6.10 from using SunGreen to SunDeneb. (Retail value is SunGold)

However, SunDeneb in the mv_effects-str.tbm has a MUCH lower Intensity value than either SunGreen or SunGold.

Hence, while the sun is there, the Solar lighting on the models is greatly reduced. So, it is doing exactly as it should be doing, but I gather that the over all effect is less endearing.

So. The proper phrasing of the problem is not "There is no sun" but, "There is no solar lighting that I can see".
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: HawaiiMars on August 23, 2009, 06:56:32 pm
So I'm replaying the campaign from 0 and I get this when try to run "A lion at the door", I think it might be the new mvp's because I just extracted the retail file and played through it without problems... or maybe the pilot file but I'm not sure, played with two different builds. (RC3 final and fs2_open_3_6_11r.exe.

this is what I get when I run with debug exe RC3:

Code: [Select]
Error: Invalid ship/wing name.

In sexpression: ( is-destroyed-delay 5 "GTT Argo 01" )
(Error appears to be: GTT Argo 01)
File: MissionParse.cpp
Line: 6096


Call stack:
------------------------------------------------------------------
    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()    kernel32.dll 7c817077()
------------------------------------------------------------------

If someone can check this, I don't want to upload to mantis without knowing for sure it's a mvp issue.

Actually, that's not possible. "A Lion at the Door" has no Argo's in it. TSM-104 on the other hand, DOES, and yes, it is broken.

See, I'm really pissed. FRED should have caught these bugs, as I loaded _every_ mission into FRED after changing the ship  to remove the Prefix of Ship Class from the Name displayed in the HUD, suspifically to catch things like this.

It also failed to warn me about "break-warp" cannot be assigned to a wing in one of the CoOp missions.

I am fixing these as they occur. TSM-104 will have a mantis entry.

Hello, I'm new here, and experienced the same problem - how do I resolve?  Thanks in advance for your patience.  Cheers, HawaiiMars
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Zacam on August 23, 2009, 07:30:43 pm
Generally, we don't tend to make pre-release  announcements. Since any number of things can go wrong and etc.

BUT. Due to the nature of the frustrations this reRelease has caused (and was supposed to fix), I'm going to go out on a limb here and state the following:

A patch is currently in the Testing phase as a VP.

And pending that it is found to be complete, a release Announcement will be made and the reRelease post updated accordingly.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Kiloku on August 26, 2009, 09:07:52 pm
Why are all missile trails red? As if every missile was of Shivan origin?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Qent on August 26, 2009, 09:33:51 pm
Only the Harpoon and Trebuchet should have red trails. Make sure you have no other mods enabled.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Zacam on August 26, 2009, 10:26:33 pm
Indeed. Both with and without the patch (See post 2 of the Release Topic) do not show red trails on any that are not supposed to have red trails.

And as Qent has already mentioned, Harpoon and Trebuchet trails are red. No idea, ask :v:

As for the Shivan missiles, all of those ARE red trails.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Androgeos Exeunt on August 27, 2009, 03:54:07 am
I thought Shivan missile trails were orange originally.

Or maybe I'm messing them up with the Helios... :nervous:
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Marbred on August 27, 2009, 06:25:50 am
Why is the only thing in the first post a link to what this topic is actually for?
You couldn't edit it into that post?

Or maybe not have every link that says it's going to the release topic actually come to this topic?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: The E on August 27, 2009, 06:28:05 am
Technical issues. But you are of course correct about the first post in this thread.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Rodo on August 27, 2009, 06:38:43 am

So I'm replaying the campaign from 0 and I get this when try to run "A lion at the door", I think it might be the new mvp's because I just extracted the retail file and played through it without problems... or maybe the pilot file but I'm not sure, played with two different builds. (RC3 final and fs2_open_3_6_11r.exe.


I just downloaded the patch and I could play the mission, only I got no dialogue from the pilots... looks like those where deleted or something like that, anyways I could play through it and now proceding to the next series of missions.

I'll post this on mantis if I confirm it's a mvp issue on a couple of hours.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: The E on August 27, 2009, 06:54:07 am
Umm. Which 3.6.11r build? Which svn revision?
Also, I cannot confirm that bug. The dialogue, both scripted and the random pilot chatter, work for me. Are you sure this happened on "A lion at the door"?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Rodo on August 27, 2009, 07:08:45 am
I was using the 3.6.10 final V IIRC.
I'm not at home right now so I can't confirm it's a mvp or build issue, or maybe a *****d up pilot file.
Will check those and report back.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: The E on August 27, 2009, 07:13:02 am
"3.6.10 Final V"? What was that? There were Release Candidates 1-3, one build based off of RC3 that had some multiplayer fixes that came out a few days before the final build was released, and the Final build itself. You said you were using 3.6.11r, was that just a typo?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Vasudan Admiral on August 27, 2009, 08:26:50 am
Having a separate locked release thread is handy because we can keep it neat and not 42 pages long. Unfortunately this thread was the original release thread, so all existing posts link here first. It's only one extra click though! It also does point out to people where the discussion thread is. ;)
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Aardwolf on August 27, 2009, 10:27:50 am
HEY!

Anyone reporting a bug in "A Lion at the Door", you have forgotten that there are 2 training missions between "The Romans Blunder" and "A Lion at the Door".

The Argo is in Training 4.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Rodo on August 27, 2009, 02:34:44 pm
Yes I was using a 3.6.11r build back when I played it the first time, now I'm using 3.6.10 final.

Checked with Antripodes2, checked with r5541, checked with 3.6.10 final again.

Deleted the patch, reinstaled, I keep getting the same.

I checked the mission itself, the one that comes with the patch and it seems to be ok... still the messages from my wingman do not play, no VA, no lines, just command replaying to a non-existent wingman.

I'm clueless here.. don't know if it's a build or a mvp issue please someone else unpack the mission and test?
mission: sm1-04 "a lion at the door"
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Rodo on August 27, 2009, 02:47:10 pm
well damn me... if I replace the <any wingman> flag from the dialogue lines and replace them with Alpha 2 the messages play just fine.... then this must be a build issue I guess.

sorry for the double post.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: The E on August 27, 2009, 03:19:01 pm
Yep, confirmed. Still, strange that. And no, it's not a build issue, as the same mission on retail data with the same build plays all messages just fine.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Aardwolf on August 27, 2009, 11:18:26 pm
I've got the same bug.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: The E on August 28, 2009, 04:42:19 am
It's really, really strange. The retail mission, with mediavps data, works just fine. So I loaded the retail mission in FRED, imported the backgrounds from the mediavps mission, and here we are. Another fixed bug. Although I have no bloody clue as to what caused the error.
So, download the attached mission, put it in mediavps\data\missions, and test if it works for you. If it doesn't, create a new pilot, try again. If that doesn't work, scream at me.

[attachment deleted by Tolwyn]
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Rodo on August 28, 2009, 06:09:39 am
It's really, really strange.

Could be something regarding the patch (not the hole patch just the mission) not overriding the original released file?
As far as I see the mission is fine, so there's no problem there, I'm not so sure about how the game knows which vp to load each time but might be the cause.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: The E on August 28, 2009, 06:16:39 am
The load order should be correct (if you aren't sure, run a debug build and post the log), provided you haven't renamed it. If it loads before the other mediavps vps, it should override all the others.
HOWEVER, it seems the version in the patch suffers from the same issue. Can you test if the mission I uploaded works?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Rodo on August 28, 2009, 07:59:08 am
Can you test if the mission I uploaded works?

will do and report back in a couple of hours.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Rodo on August 28, 2009, 12:42:41 pm
you are missing the the skybox, the carthage's nameplate, and the shivan bombers are firing ciclops.

that's all I could find so far.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: The E on August 28, 2009, 01:08:50 pm
Well....Ok. Those were things i missed, granted. But did the Sound play?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Rodo on August 28, 2009, 02:04:41 pm
Well....Ok. Those were things i missed, granted. But did the Sound play?

yes, that worked just fine.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Zex Marquise on August 31, 2009, 09:51:51 pm
I was playing "A Flaming Sword," where the Knossos is destroyed by meson bombs, and the two wings of Maras you're supposed to lure back to the Renenant have been changed to Astaroths. It wouldn't really matter, except that the dialogue still refers to them as Maras. Also, around 8:30 when Lambda 2 and 3 are delivering their bombs, Pisces wing shows up asleep at the wheel, flying slowly in straight lines, only evading if I attack them, and never attacking anything.



Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Qent on August 31, 2009, 10:11:54 pm
They were, in fact, Astaroths in Retail FS2. I don't know about Pisces though.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Thaeris on September 04, 2009, 03:42:51 pm
Maras being called Astaroths? Sounds like Allied forces in WWII calling any Japanese fighter a "Zero."

-Thaeris
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Droid803 on September 04, 2009, 03:51:31 pm
More like Astaroths being called Maras.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Snail on September 04, 2009, 04:21:36 pm
More like Astaroths being called Maras.
:lol:

's good.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Goober5000 on September 04, 2009, 04:31:55 pm
Maras being called Astaroths? Sounds like Allied forces in WWII calling any Japanese fighter a "Zero."

-Thaeris
:v: has made such mistakes elsewhere, too.  For example, in the second mission Alpha 2 warns everyone to "stay focused on those Lokis" even though none have arrived yet.

On a separate subject, Thaeris, could you not write your name at the end of every post?  We're perfectly capable of glancing at your username to see who the post author is.  Furthermore, you have the signature area for any after-post content.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: chief1983 on September 04, 2009, 08:57:32 pm
Pfft.  _Used_ to have signature area.  Now we have a little slit.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Androgeos Exeunt on September 04, 2009, 10:34:18 pm
There's still enough space for me to cram an IRC quote in, though, so I'm content. :)

To add on to Goober pointing out other :v: mistakes, they also made one in Their Finest Hour. At the beginning, the Colossus says, "Command, the Shivans have four freighters in system." However, there are only three.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: chief1983 on September 05, 2009, 03:54:52 am
And the fourth one, which we will refer to as the Mystery Freighter :)

Any Bob and Dough Mackenzie fans around here?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Thaeris on September 05, 2009, 10:38:14 pm
Maras being called Astaroths? Sounds like Allied forces in WWII calling any Japanese fighter a "Zero."

-Thaeris
:v: has made such mistakes elsewhere, too.  For example, in the second mission Alpha 2 warns everyone to "stay focused on those Lokis" even though none have arrived yet.

On a separate subject, Thaeris, could you not write your name at the end of every post?  We're perfectly capable of glancing at your username to see who the post author is.  Furthermore, you have the signature area for any after-post content.

It's style, my good man. Churchill wouldn't be the same without a stogie.  :D

-Thaeris

(rubbing in salt now)
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Droid803 on September 05, 2009, 10:44:45 pm
Well, what best explains those inconsistencies is probably a last minute balancing change after the lines were recorded, rather than anything else.

There's also that Cain cruiser that was called a Lilith in the briefing. (I think it was the SC Asura or something).
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Goober5000 on September 05, 2009, 11:02:32 pm
It's style, my good man. Churchill wouldn't be the same without a stogie.  :D
It's obnoxious.  It's like you're calling attention to yourself with every post.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Thaeris on September 05, 2009, 11:08:47 pm
I'm not aware you felt that way. In that sense, I'll seriously consider your sentiments.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Dilmah G on September 08, 2009, 08:22:57 am
It's style, my good man. Churchill wouldn't be the same without a stogie.  :D
It's obnoxious.  It's like you're calling attention to yourself with every post.
Ohhh, there were better ways to say that.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Goober5000 on September 08, 2009, 10:10:11 am
And there were worse ways, so on the balance, I think I did okay. :nervous:

I hope I didn't offend you Thaeris; if I did I apologize.  It's just that it strikes a similar chord with me as Mobius's blue italics did for other people. :)
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: ziomik on September 08, 2009, 11:26:04 am
hi. I would like to know if  there are mods currently to improve the graphics (stars, nebulae, planets, etc.).
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: The E on September 08, 2009, 11:30:35 am
Improve? Could you clarify that a bit?

I mean, there are the mediavps, which are a substantial improvement over FS2 retail. A few other mod teams are using custom skyboxes to make their mission environments look extra awesome.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: General Battuta on September 08, 2009, 12:43:19 pm
The MediaVPs will bring the graphics up to near-2009 standards.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Snail on September 08, 2009, 01:58:02 pm
The MediaVPs will bring the graphics up to near-2009 standards.
Except for shadows, which we had in 2002 but not anymore. :P
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Stormkeeper on September 08, 2009, 05:52:29 pm
hi. I would like to know if  there are mods currently to improve the graphics (stars, nebulae, planets, etc.).
Yeah, there is. And you're posting in it's discussion thread. Tho I'm not sure the Mediavps improve the planets and stars. How much can you improve a light source and background stars?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: The E on September 08, 2009, 05:55:36 pm
Yeah, there is. And you're posting in it's discussion thread. Tho I'm not sure the Mediavps improve the planets and stars. How much can you improve a light source and background stars?

... Quite a lot, actually. The starfield.pof in the mediavps looks waaay more awesome than the retail stars.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Stormkeeper on September 08, 2009, 05:57:34 pm
Never noticed. Always played with the vps.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: blowfish on September 08, 2009, 06:49:25 pm
:wtf:

Something always seems lacking to me in screenshots without starfield.pof
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Androgeos Exeunt on September 08, 2009, 10:56:48 pm
I didn't even know that there's starfield.pof in the mediavps. All I notice is a much more colourful background when I play with the mediavps.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Zex Marquise on September 09, 2009, 08:11:26 pm
I think people are missing the main point of my earlier post: The AI goes dead when Pisces shows up. Do I need to run some sort of debug thingy to show details of what's going on under the hood?

Also, perhaps this has been touched upon already, but I hate the new smokey glass on terran fighters more every time I see it. I don't mind that it's dark, I mind that it obscures 90% of the interior detail. Is there a poll on changing it back/lessening the opacity somewhere?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Zacam on September 09, 2009, 08:14:58 pm
The patch reverts the glass.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Zacam on September 09, 2009, 10:26:21 pm
I was playing "A Flaming Sword," where the Knossos is destroyed by meson bombs, and the two wings of Maras you're supposed to lure back to the Renenant have been changed to Astaroths. It wouldn't really matter, except that the dialogue still refers to them as Maras. Also, around 8:30 when Lambda 2 and 3 are delivering their bombs, Pisces wing shows up asleep at the wheel, flying slowly in straight lines, only evading if I attack them, and never attacking anything.

The Maras issue has already been addressed as a Retail issue, but I'm putting to question: Should we fix it so that they are Maras instead of Asteroths and assign the Asteroths to a Mara Wing? Would anybody be willing to test if it unduly breaks the mission flow?

Pisces is indeed asleep at the wheel, because :v: apparently did not give them _any_ AI Goals, anywhere. I _could_ add in "$AI Goals: ( goals ( ai-chase-any 50 ) )" so that they match Libra and Capricorn wings, but that will also have to extensively tested to make sure it doesn't bodge things up.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: High Max on September 09, 2009, 11:31:23 pm
;-)
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Goober5000 on September 09, 2009, 11:39:48 pm
Pisces is indeed asleep at the wheel, because :v: apparently did not give them _any_ AI Goals, anywhere. I _could_ add in "$AI Goals: ( goals ( ai-chase-any 50 ) )" so that they match Libra and Capricorn wings, but that will also have to extensively tested to make sure it doesn't bodge things up.
What did they do in retail?  Because if they did something back then, it means that somewhere along the line the default behavior was changed.  If so, it should be fixed.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Zacam on September 10, 2009, 04:06:33 pm
I'm saying that :v: gave no AI orders to Pisces wing. That means "Retail Mission" they still sit on their ass doing nothing.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Goober5000 on September 10, 2009, 11:32:58 pm
What I mean is, if you play the same (unmodified retail) mission with both retail FS2 and SCP, do you get the same results?
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Zacam on September 11, 2009, 04:33:31 pm
Gee. Considering that there are no AI Goals, the answer should be obvious.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Goober5000 on September 11, 2009, 04:48:43 pm
Gee. Considering that there are no AI Goals, the answer should be obvious.

And what prompted that snarky response? :wtf:  No, the answer is not obvious, because FSO and retail FS2 have different codebases.

SCP programmers (myself included) have introduced bugs into the AI code in the process of fixing other bugs.  We think most of them have been fixed, but it's possible that a few remain.  It's important for us to nail down the specific differences between AI behavior in FSO and retail, including in the edge cases.  This is one of those edge cases.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Zacam on September 11, 2009, 05:48:08 pm
In both Retail exe and FSO, the Retail mission has Pisces wing sitting on their thumbs.

And nobody deserved the snarky response. But I would expect that, same as I do, when some one has a question regarding combinations of events and has the ability to determine them by their own means, shouldn't it be more usefuly at large that they do so? You and anybody else has the same level of ability to run the retail data on both a retail exe and the FSO exe, so innstead of pushing the question on the findings, it could have been collaborated on by your own findings.

So, now the question is, do we leave it as is, or give Pisces wing AI Goals? Personally, I dislike them just sitting on their thumbs, but I dislike even more hearing people scream that I broke a mission because they're now doing something.

I've attached a test mission where Pisces has the "$AI Goals: ( goals ( ai-chase-any 50 ) )" added for people to test.

[attachment deleted by Tolwyn]
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Goober5000 on September 12, 2009, 01:14:41 am
And nobody deserved the snarky response. But I would expect that, same as I do, when some one has a question regarding combinations of events and has the ability to determine them by their own means, shouldn't it be more usefuly at large that they do so? You and anybody else has the same level of ability to run the retail data on both a retail exe and the FSO exe, so instead of pushing the question on the findings, it could have been collaborated on by your own findings.
Ever heard of delegation?  If you already know the answer, or if even if you just know half of the answer, it's more efficient for you to put in the small amount of time required to round out your understanding of the problem than it would be for me to research the problem from scratch.

Your point would be valid if you had no idea how to characterize the problem, and thus were starting from scratch -- then we'd be at equal footing.  But this is not one of those cases.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Zacam on September 12, 2009, 01:25:57 am
So, does any one have any thoughts on the mission or proposed change as yea or nay?

(And no Goob, I'm not ignoring your response, but in the interest of keeping discussion topical, I'm preferring to reply elsewhere on it.)
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Zex Marquise on September 12, 2009, 12:34:48 pm
Well, if you're still debating on whether you should fix Pisces or leave them as-is, I will tell you that in all the times I have played through FreeSpace, I have never seen the AI go dead the way it does now in Flaming Sword. It completely and entirely jars the player out of the immersion experience. I'm sure everyone would be grateful if it got fixed, even if it means retesting it several times over to ensure that Pisces don't suddenly become unusually competent and mess up mission balance. No one will blame the coders if it doesn't work right the first time. AI is a crapshoot.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: The E on September 12, 2009, 01:19:30 pm
I agree wholeheartedly. Give the AI something to do besides sitting around.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Mongoose on September 12, 2009, 03:12:03 pm
Yeah, I sincerely doubt that :v: wanted a random wing of lobotomized fighters in one of their missions.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Sololop on September 18, 2009, 10:49:08 pm
I have a problem with the mission "A Lion at the Door"

I was playing through the campaign again, but the majority of the messages in this mission do not send. (All from Command send, but almost none from your Wingman) However, they worked in all the previous missions.

Only when using the re-released 3.6.10 mediaVPs, plus the patch.

Weird..
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: Zacam on September 19, 2009, 12:09:07 am
There is a bug in the patch version where that happens, though there is _no_ explaination as to why.

This will be resolved, but in the meantime, don't worry. While it'll sound strange hearing Command responding to people you are not hearing, the mission progresses just fine.
Title: Re: 3.6.10 Media VPs Discussion Thread
Post by: -Norbert- on September 22, 2009, 11:58:10 am
Ever since the re-release of the 3.6.10 mediaVPs I get errors on the last two missions (both played fine in the original 3.6.10 release).

On sm3-fs09.fs2 (battle of the titans II or something like that) - the mission were you have to escort the Bastion - I get this error followed by several more.

Code: [Select]
Error: SM3-09.fs2(line 989:
Error: Required token = [#Wings] or [$Name:], found [+Respawn priority: 0] .

File: PARSELO.CPP
Line: 670


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

I also ran the debug-build and attached the fs2_open.log.

If I override the mission with the one form the root_fs2.vp I can play it (albeit it doesn't look so good) and afterwards I get some errors for the last mission too.
Code: [Select]
Error: Invalid point.

In sexpression: ( <
   ( distance
      "Jump Node right:1"
      "Duamutef"
   )
   300
)
(Error appears to be: Duamutef)
File: MissionParse.cpp
Line: 6096


Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Again I attached the log from the debug build, but renamed it into fs2_open2.log so it has another name than the first log.

Does anyone have an idea what's going on and how I can fix it (other than using the retail mission files)?