Author Topic: Playing FreeSpace2 Campaign- not using new textures/effects?  (Read 1677 times)

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Playing FreeSpace2 Campaign- not using new textures/effects?
I've looked at the tech room as well as the training missions in FSPort, and they look great.

Then I tried the regular FS campaign, looking at the tech room and training mission, and nothing has changed from FS2 retail.

I'm not sure what information I should be supplying, so I'll take a stab at what might be useful.

Retail install of FreeSpace2 updated to patch 1.2
Latest build of FSOS, installed via Turey's installer.
G:\FreeSpace2\fs2_open_3_6_9-7dot9x.exe -spec -glow -env -jpgtga -mipmap -nomotiondebris -2d_poof -missile_lighting -3dwarp -snd_preload
Consider, friend, as you pass by, as you are now, so once was I.
As I am now, you too shall be. Prepare, therefore, to follow me.

-- Scottish tombstone epitaph

 
Re: Playing FreeSpace2 Campaign- not using new textures/effects?
Ah. I think I see what's going on.

FSOpen treats the media vps folder as a mod, therefore those special effects only take place if they are selected as your mod in the Launcher.
"You need to believe in things that aren't true. How else can they become?" -DEATH, Discworld

 
Re: Playing FreeSpace2 Campaign- not using new textures/effects?
Thank you sir!
Consider, friend, as you pass by, as you are now, so once was I.
As I am now, you too shall be. Prepare, therefore, to follow me.

-- Scottish tombstone epitaph

 
Re: Playing FreeSpace2 Campaign- not using new textures/effects?
someone ought to make FS2 Open automaticly search for a mediavps folder and then load it from there.

 

Offline karajorma

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Re: Playing FreeSpace2 Campaign- not using new textures/effects?
Not a good idea at all. The whole reason for moving to the media VPs system was so that you could turn them off if you wanted to.

If I want to make a mod that doesn't use the media VPs I shouldn't have to worry about them being turned on.

A simpler solution is simply to include a launcher6.ini file that automatically points at the media VPs (and overwrite it with one pointing at the FS1 port if you download that too)
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Re: Playing FreeSpace2 Campaign- not using new textures/effects?
Well I ment the launcher should search for it when the user tells it to. sorry I wasn't very clear.

 

Offline Bob-san

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Re: Playing FreeSpace2 Campaign- not using new textures/effects?
You'll have to do a bit of custom editing... nothing hard. Just select the launcher's mod to be the MediaVP's, and then type in the custom commands on the feature setup, "-mod (folder name)". For example, I have 3 mods... Open VP's ("Open"), Inferno SCP ("Infr"), and Derelict "Drlt". My command line would be...
-mod Open ... (other stuff) ... -mod Infr -mod Drlt

That should be easy... what the launcher should really do is include multi-mod settings without having to write the little bits yourself.
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Re: Playing FreeSpace2 Campaign- not using new textures/effects?
i see... thx lol

 

Offline karajorma

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Re: Playing FreeSpace2 Campaign- not using new textures/effects?
-mod Open ... (other stuff) ... -mod Infr -mod Drlt

-mod Open,Infr,Drlt

Would work just as well and is simpler to spot when looking at the command line.
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Offline Bob-san

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Re: Playing FreeSpace2 Campaign- not using new textures/effects?
That will work too? Hmm you learn something new every day!

Quick question... can we rename ship and weapon tables and redirect campaigns to use the alternately-named table? So then it doesn't show a million errors looking the the wrong place...
NGTM-1R: Currently considering spending the rest of the day in bed cuddling.
GTSVA: With who...?
Nuke: chewbacca?
Bob-san: The Rancor.

  

Offline karajorma

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Re: Playing FreeSpace2 Campaign- not using new textures/effects?
Not certain what you mean there.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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