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Hosted Projects - FS2 Required => Blue Planet => Topic started by: The E on July 23, 2016, 09:22:29 am

Title: Blue Planet Complete Patch 23rd of July
Post by: The E on July 23, 2016, 09:22:29 am
We've released a patch for BP that does a few things.

Changelog:

-Various weapon balance changes
-Various weapon effects, both sound and visual, have been tweaked
-Various ship balance changes
-New model for the Occulus
-New models for the Alliance Gate and the Intrasystem Gate
-New Ship class: Sanctus Mk 2 -- the upgunned bigger brother of the Sanctus
-New Station models
-A lot of bugfixes and asset cleanup

There's also a few changes in FreeSpace Blue, but Battuta will need to talk to you abou them :D

The patch is now live on the installer. Please use it to update your install.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Makhpella on July 23, 2016, 10:32:05 am
I'd be glad to, soon as someone can tell me whether there's anything I can do so I don't rerun the installer for ALL the mods. That, or could you be bothered to upload it somewhere? I mostly manually download.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: The E on July 23, 2016, 10:34:46 am
There are manual links in this post (http://www.hard-light.net/forums/index.php?topic=90802.msg1801659#msg1801659).

That said, the installer can be set up to just download one mod; just choose the "Custom" option. It is also intelligent enough to only download things when they're out of date.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Makhpella on July 23, 2016, 10:37:54 am
I know, but it would also download Inferno, MVPs 3612 and some other mods I had downloaded and I'd have to delete again.
I wasn't certain if that had been updated, will do. Thank you.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: The E on July 23, 2016, 10:42:40 am
The download links in that topic are always updated, they're the same archives that the installer downloads.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: AdmiralRalwood on July 23, 2016, 10:47:55 am
I know, but it would also download Inferno, MVPs 3612 and some other mods I had downloaded and I'd have to delete again.
Delete their lines from the fsoinstaller.properties file and the installer will no longer think they're installed.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Makhpella on July 23, 2016, 01:26:44 pm
I knew there was something you're supposed to delete, just didn't know what or where. Thank you, Admiral.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: shadowman2011 on July 23, 2016, 01:46:39 pm
Thank you.

I can continue with my game now.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Buff Skeleton on July 23, 2016, 03:22:47 pm
Awwwww yeah. Just was replaying AoA on Hard today when I ran into some crashes that stopped me in the mission where you first meet up with the Sanctuary. Hoping this will fix it -- if not, I'll report what I find.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Buff Skeleton on July 23, 2016, 08:30:30 pm
Patch solved my crash problems from before. Nice work! AoA was fun to play through a second time (no surprise). I've also noticed a lot more plot details and foreshadowing to WiH events. This is one hell of a well-written mod campaign.

I noticed a few changes, like the Balor fire sound seems to just use a blend of the Erinyes and Shivan laser sound. While it's fine on one-off shots, in rapid-fire mode it gets kinda scratchy from the volume spikes. I think the previous sound effect was a better fit for something with such a high ROF. Otherwise, y'get used to it.

One other thing: in the final battle where you have to protect the battle group, there's mention in the briefing of TAG capability, but no TAG missiles are available on the weapon selection screen. I've got everything from Hornets to Helios bombs, but no TAGs. The idea of having a tactical use for the Aurora beyond scripted recon missions is appealing, so not getting to try it out made the sads :( Am I just dense and missing something or is there a bug with that?
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: General Battuta on July 23, 2016, 08:57:17 pm
Ugh. Load the mission in the tech room and tell me if there are TAGs there! And ****, I think I left a debug SEXP active.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Buff Skeleton on July 23, 2016, 09:04:53 pm
Ugh. Load the mission in the tech room and tell me if there are TAGs there! And ****, I think I left a debug SEXP active.

Yup! TAGs in the tech room. Aw man, those post-patch-release bugs are the worst, no matter how small. Been there :) (almost definitely going there again, and again)
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: General Battuta on July 23, 2016, 09:12:11 pm
I added them to the campaign file and tech-allowed them but I think I forgot to commit the campaign file to SVN.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Makhpella on July 24, 2016, 12:26:39 am
Hello. Me again. I'm getting an error and no text on every database entry. Log and screen attached.

[attachment deleted by admin]
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: MatthTheGeek on July 24, 2016, 12:58:10 am
Quote
FreeSpace 2 Open version: 3.7.3.20151114
I think you need at least 3.7.4 for this. In any case you should be using at least 3.7.4 now.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Makhpella on July 24, 2016, 01:52:54 am
I'm using July 23rd nightly. Guess I could try 3.7.4 and see if it persists.

I went and looked this up. I also noticed that log was from last year.

As part of the SDL Everywhere thing we introduced in the nightlies, we have brought the Windows executable in line with what we were doing on Linux and MacOS (and, incidentally, in line with Microsoft's guidelines for application developers). The logs as well as the screenshots can now be found under "%appdata%\HardLightProductions\FreeSpaceOpen\data". Just copy that path into the adress bar in the Windows Explorer.



[attachment deleted by admin]
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: AdmiralRalwood on July 24, 2016, 02:12:30 am
There may be some problems with the journal script (or, perhaps more accurately, the lua interfaces the journal script relies upon for save files) with SDL2 builds; try it with 3.7.4 and see if you encounter the same problem. If not, we'll need to do some investigating before it can be used with nightly builds.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Makhpella on July 24, 2016, 02:26:44 am
Seems to work fine with 3.7.4.

Just a quick unrelated question, if I may. After downloading the patch, I made a new profile. The nightly recognizes it, 3.7.4 doesn't. Why is that?
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: niffiwan on July 24, 2016, 05:53:26 am
I'd guess that's because the nightlies with SDL2 changed the location the pilot files are stored.  i.e.

nightlies/SDL2: %appdata%\HardLightProductions\FreeSpaceOpen\data
3.7.4:  FreeSpaceOpen\data

You can copy the pilot files around if you want 3.7.4 to recognise them.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: praseodym on July 24, 2016, 09:22:00 am
Hi guys,

thanks for the efforts upgrading. But:

Running on Ubuntu MATE 14.04 64 bit the game (AoA so far, WiH not tested yet) is unplayable compared with the VPs before, pretty slow. I always installed anything, i.e. also the advanced VPs. Additionally, the ships look "worse" than before, as if the advanced features are not applied. Log attached.

Any clue?

Thank you for your efforts.

[attachment deleted by admin]
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: General Battuta on July 24, 2016, 09:25:50 am
When you say "before", what do you mean? Try disabling deferred lighting in the launcher.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: praseodym on July 24, 2016, 09:36:23 am
I mean before the upgrade. Deferred lighting was disabled (ticked) in wxlauncher.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: FrikgFeek on July 24, 2016, 09:44:24 am
-enable_shadows

There's your problem. Mods with big battles and lots of ships on the screen at once don't agree with shadows, they're too hardware intensive. Remove that flag and you should get your fps back to something reasonable(seriously, shadows can lose you something like 30 or more fps).
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: praseodym on July 24, 2016, 11:07:21 am
Works better now, but the ships do not look as "shiny" and beautiful as they used to do. For example, the fighter bay of the Temeraire is "just" white, no details, etc.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Makhpella on July 24, 2016, 12:31:17 pm
Hello again. Just finished Aristeia, so I might update this later.

During Collateral Damage, Shudhune starts firing at Serkr from quite a distance, making the 20% health guardian just a little bit obvious. Which would be fine, if they also jumped earlier, not absorbed some more missiles.

During For the wrong reasons, Nairobi Wind kept circling the Nauticus, never got around to docking.

And during Aristeia, I still had Serkr on station by the time of Medea's arrival. Is it intended, or should I really wreck some turrets so the missiles can not get blown before hitting the corvettes? They were always either gone or low health before the patch, but now I had 2 corvettes in the 80% area.

There's something regarding AoA too, but I'd like to test again before actually typing it.

Curse of prescience after all, though I should check the other mission too. I swear that 3 or 4 wings of Shivans spawn inside the Orestes' hangar. Would've sounded weird (to say the least), saying this without testing. Nevertheless, behold.

[attachment deleted by admin]
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: FrikgFeek on July 24, 2016, 12:38:15 pm
The new nightlies have completely changed the lighting system, you'll probably have to tweak your lighting settings manually as all the old presets will now look completely different. You can safely turn on deferred lighting if your PC is at least midrange, just stay away from shadows unless you're playing retail/MVPs and have a powerful PC.

And the GTD Titan just looks like that with the new model, it doesn't have a detailed interior because that's a waste of polys on something that's very rarely seen.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: General Battuta on July 24, 2016, 02:11:08 pm
I hate patching in the middle of dev cycles :(
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: shadowman2011 on July 24, 2016, 03:57:17 pm
I'm reporting no errors after the update.
Great mod. Well designed experience throughout.
Using windows 7 and all good.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: OverDhill on July 24, 2016, 08:51:03 pm
What would the recommended settings be in the wxLauncher Advanced settings be to get the best looking experience from Blue Planet. I have a high end gaming system so anything should not be a problem.

Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Trivial Psychic on July 24, 2016, 10:01:24 pm
Were all of the BP Complete VP files updated?  I don't use the launcher (and I won't so don't bother trying to convince me... no offense I just like to do things on my own) and I would like to only download the files that were updated and not grab everything again just incase.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Darius on July 25, 2016, 05:03:01 am
What would the recommended settings be in the wxLauncher Advanced settings be to get the best looking experience from Blue Planet. I have a high end gaming system so anything should not be a problem.



Tastes would vary of course, but...

I'm currently using HerraTohtori's lighting settings with -ambient_factor 90.
Shadows are darker with a bold contrast between lit faces, and faces in shadow.
There's also prominent lighting from weapons fire.



(http://i.imgur.com/l0gwdrU.jpg)

(http://i.imgur.com/KNNPnOr.jpg)
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: OverDhill on July 25, 2016, 08:16:53 am
Thanks I will give that a try.  How about the other settings? Like post processing and soft particles, ect?
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Mito [PL] on July 25, 2016, 01:33:04 pm
I did not download the patch yet, but... did it affect The Blade Itself? I recall there being a very naughty bug with Tritea, which, if not attacked by the player, would start ramming one of the Arcadia's towers with insane savagery...
If that would be all (I mean: just stupid AI) it would be fine for me. But after that corvette rams the station, the HUD will say that the Arcadia has a speed of ~380 (but actually not moving) which seems to bug player's VLS launchers - they just won't fire at the installation ._. And in the moment its hull reaches 0% (really hard to pound it down with Gauss only), it... shoots away into space, like an arrow. With the speed of about 380. Hah.
It's the Tritea or destroying transports docked to the station...

Btw, anyone shares my feeling that the way Tritea fights the player is just... dumb? Going heads-on, not caring about ramming you...
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: X3N0-Life-Form on July 25, 2016, 01:55:01 pm
But after that corvette rams the station, the HUD will say that the Arcadia has a speed of ~380 (but actually not moving) which seems to bug player's VLS launchers - they just won't fire at the installation ._. And in the moment its hull reaches 0% (really hard to pound it down with Gauss only), it... shoots away into space, like an arrow. With the speed of about 380. Hah.

Haha, OK that one I think I can explain (someone correct me if I'm just talking out of my ass here) :

A recurring bug in that mission was that station would sometimes get stuck on the Karuna rotating section ... and then move around the frigate as the section kept rotating. To work around that issue, they made a SEXP called set-immobile, which prevents an object from moving in any way or shape, while still technically being affected by the rest of the game's physics, causing some interesting side effects.

My guess is that the station stops being affected by the SEXP as soon as it is destroyed, so it suddenly gets affected by physics stuff.

... Which for some reason says that the station should be moving at 380m/s.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Mito [PL] on July 25, 2016, 03:15:32 pm
This is actually... a good idea. Take a Karuna, give it a lot more powerful engines, and attach several heavily armed installations to its rotator :P <that's calling for Axe'em>
Or a dozen of Mjolnir beam cannons facing forward.

Which still does not explain why a corvette is pushing the station to such ridiculous speed.
How about that: maybe in EVERY collision there is a tiny moment (like 1ms) when the crashing targets have extreme speeds (I bet that it is like that in order to prevent noclipping through textures) and then they rapidly slow down to some... more acceptable values.
So... there *might* be something wrong with set-immobile. Maybe it waits until the object attempts to gain speed and then locks it up? For a vessel actually posessing any engines and trying to fly forward, which has to fight acceleration rates, the first moment set-immobile detects any speed it may be a very small rate, like 0,001 m/s, where it would remain almost unnoticeable... But a station, which first obtained speed of nearly 400 m/s and... been locked like that? Just dumb theories...
Now, Apocalypse torpedoes must be soooo mind****ed at the moment...  :lol:

Edit:
Were all of the BP Complete VP files updated?  I don't use the launcher (and I won't so don't bother trying to convince me... no offense I just like to do things on my own) and I would like to only download the files that were updated and not grab everything again just incase.
Same question here, my net is pretty slow and I don't really want to completely redownload all of this.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Azrael15 on July 29, 2016, 03:10:48 am
Karuna MK2, huh?

I guess the Indus is getting a bit of upgrade after Sunglare?
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: The E on July 29, 2016, 03:12:31 am
This is actually... a good idea. Take a Karuna, give it a lot more powerful engines, and attach several heavily armed installations to its rotator :P <that's calling for Axe'em>
Or a dozen of Mjolnir beam cannons facing forward.

Which still does not explain why a corvette is pushing the station to such ridiculous speed.
How about that: maybe in EVERY collision there is a tiny moment (like 1ms) when the crashing targets have extreme speeds (I bet that it is like that in order to prevent noclipping through textures) and then they rapidly slow down to some... more acceptable values.
So... there *might* be something wrong with set-immobile. Maybe it waits until the object attempts to gain speed and then locks it up? For a vessel actually posessing any engines and trying to fly forward, which has to fight acceleration rates, the first moment set-immobile detects any speed it may be a very small rate, like 0,001 m/s, where it would remain almost unnoticeable... But a station, which first obtained speed of nearly 400 m/s and... been locked like that? Just dumb theories...
Now, Apocalypse torpedoes must be soooo mind****ed at the moment...  :lol:

Edit:
Were all of the BP Complete VP files updated?  I don't use the launcher (and I won't so don't bother trying to convince me... no offense I just like to do things on my own) and I would like to only download the files that were updated and not grab everything again just incase.
Same question here, my net is pretty slow and I don't really want to completely redownload all of this.

Every file has been updated.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Trivial Psychic on July 29, 2016, 06:32:58 pm
Yeah, after I got no replies for a couple of days, I decided to byte the bullet and download them all.  That said, if you sometimes update individual files, would it be possible to post the date of the latest update next to the file in the downloads thread?
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: The E on July 30, 2016, 12:40:44 am
Sure, but one of the reasons we prefer the installer is because it figures that sort of stuff out automatically.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Buff Skeleton on July 30, 2016, 02:24:16 pm
Did anything balance or AI-related change in the patch? I'm replaying WiH and just got to The Plunder, and I distinctly remember having a lot less trouble with it on my first run. I think I was playing on medium then, and I am playing on medium now. Just curious. Maybe I've suddenly regressed in skill quite a bit over the past month or something.

I also really need to get a joystick and new video hardware, one of these days. Yeah, somehow I have yet to actually ever own a joystick. It's weird. I'm weird and dumb
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: AdmiralRalwood on July 30, 2016, 02:35:49 pm
Yeah, somehow I have yet to actually ever own a joystick. It's weird. I'm weird and dumb
It's not weird; I play FSO almost exclusively with the keyboard (I occasionally pull out my joystick to test force feedback stuff).
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Makhpella on August 02, 2016, 12:52:07 pm
Got a CTD first time playing HFH in the simulator with today's nightly. I went and played it again, didn't repeat. What I'd like to know is why is the Normandy an Ulysses?

[attachment deleted by admin]
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Phantom Hoover on August 02, 2016, 01:01:09 pm
Because the Bretonia was removed and the mission wasn't properly updated. The Ulysses is first in the ship list and so is the default.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: General Battuta on August 02, 2016, 01:10:39 pm
BP is currently broke and we have to fix it. Missions need to be updated to work with new models.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Makhpella on August 02, 2016, 01:11:11 pm
I see. Thank you. I also noticed I missed an update to visuals1 and 2 and bpccore, (which I rectified) but it's still there. Still, least I know why now.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Mito [PL] on August 08, 2016, 04:00:54 pm
I've just re-downloaded BPC and took a moment to look at the new assets through the F3 lab. Those things are so beautiful. The new Oculus, these installations, Sanctus MkII. Combine it with PBR from almost latest Nightly build... Never before in my life I have seen such gorgeous spaceships.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: eicca on August 14, 2016, 12:52:27 am
Is everything working again?

I can't use the installer since it's not on Mac, so I'm assuming I just re-download all the core vp files to get the latest update?
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: General Battuta on August 14, 2016, 01:07:52 am
Yeah. The installer totally does work on Mac, though. Just had a friend use it.
Title: Re: Blue Planet Complete Patch 23rd of July
Post by: Kolgena on September 11, 2016, 02:19:12 pm
Apologies and thanks ahead of time, as this is a "save me time by expending yours" question:

I've been gone for a while, and I notice that the newest nightlies now use PBRendering. Does this new BP patch adjust textures for BP models to match that? The newest patch from the installer doesn't seem to update ship textures. They look pretty bad in ship lab with PBR. Do I need to be using the textures from "http://www.hard-light.net/forums/index.php?topic=89583.0" for the original game models? My main gripe is that all ships are too bright, almost as if emissive light is just on all the time now, despite the flag being in the launcher (does the flag still do anything? ogl spec? ambient factor?). Additionally, the BP models seem to specular lighting with what looks like no normal map contribution at all. Just big large areas of flat white specular highlights.

Otherwise, I've used the installer to try and get my installation up to date.

Thanks!