Author Topic: Just a vp question...  (Read 1350 times)

0 Members and 1 Guest are viewing this topic.

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Recompliling Vp's sometimes locks my comp. I'm dealing with a LOT of files. is there a way for FS Open to read multiple Vp's for a MOD so I can break them down into critical chunks like: Effects, Maps, ships, weapons...ect...

I've notice all mods basicly being ONE vp (like LM, RRG, B5, origonal RT)
But can we use more flexibility? (like nomal FS2 Vp's are broken down into sparky smarty, root, ect..).

Just curious... (I think most people wouldn't need this kind of feature but hey why not ask)...
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Absolutely, original Freespace broke files into multiple VP's.  The only thing that would concern me is that if you've got enough files to be causing lockups, you might have a package that's larger than can be managably uploaded, and thus will be more difficult to distribute.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
I think it's several factors causing memory leaks (that would be difficult to solve at current time). This bugs me as I THINK I figured out a way to make the game acknowledge the custom missiles I want to impliment. They (the maps and pof's) have to be in VP format so FS2 recognizes them, but not just in mod VP , also in all Core files so there is no conflict.

 Right now it's a theory, but can you guess it's a correct one? the invisible (but functional new secondaries) are really jamming me up!
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

  

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Secondary maps MUST be in the Maps directory, or else they will not work.  This is a fix to keep techroom animations from rendering as the textures on missiles since the ani-texture code was introduced (as some of the missile textures and CB anis had the same file name)  VP's support directory structure, so you'll need to put them in a properly managed filepath within the VP that they need to be in.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM