Author Topic: Issues with the beta MediaVPs (Solved!)  (Read 5161 times)

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Offline Kaoru

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Issues with the beta MediaVPs (Solved!)
Hi! So, I haven't posted here in a while. I missed you all, even if none of you actually know me. So, yeah, with that out of the way...
I noticed the new beta 3.6.10 MediaVPs and I snapped them up like an alligator on crack. Backed up, then deleted the old MediaVPs and replaced them - every one of them - with the new files, along with the downloaded test-VP that included the normal maps. Incidentally, this next part is really, really, really long. So be forewarned.

Then I hunted down the 20071028T test build, and popped it into the main folder. Booted up the launcher, checked 'Use Normal Maps' in features, and selected the MediaVPs mod-folder. (Which is where the new files went, and the old files were, incidentally.)

I boot up the game, wow. The new splash screen blows me away. I start a new campaign to get the full effect of this, and the sexiness of the normalmapped Myrmidon just annihilates my soul. Right at the end of the first mission, though, the Psamtik jumps in, and I notice something off.
"Hey, aren't those the non-HTL textures?", I say to myself. "Must just be some sort of little bug." To make sure, I quickly fly up to the Belisarius, and note that it, too, is utilizing old and ugly textures and model-data. "Wow!", I said. "That's really weird!"
So, the Belisarius lights up like a Christmas Tree, I win the mission, and I go to the tech room. I note that, for all the awesomeness of the fighters, all of the capital ships - and supporting ships, basically everything that isn't a fighter - has been reverted to the original, ugly textures.

To make sure this was the MediaVPs, I went and removed the new ones, replaced the old one, and ran it again. The fancy HTL models were all back! And normal-mapping worked, too. Unfortunately, shield and flame and weaponhit FX - among other things - were gone. So I had ships trailing little screen-static-black-white-grey squares, and spawning them as an overlay when hit. Ow. I also encountered the dreaded Zebra Lines On Models glitch, but upgrading my drivers - and using the 20071028T build - fixed it.

So, what am I doing wrong? How did I lose the HTL models? I'm sure I'm missing other things, but the models are just what smacked me in the face first. System-spec wise, I'm on an emachines T3096, 3000+ Athlon XP Processor, nVidia GeForce 7600 GS graphics card (with the latest drivers), 2.5 GB of RAM, annnd...yeah, I think that's all you need from me, aye?

I followed the install instructions. The only VP files in my MediaVPs mod-folder are mv_music, MV_Core, MV_Effects, MV_AdvancedEffects, MV_Assets, and nm_test - and the FSO launcher is currently supposed to be using the MediaVPs mod. But the HTL models are gone. Goooone!

Any advice? Anything else I can tell you to help you in aiding me? I searched the first three pages of this forum, but didn't see any similar issues - nor did I see any in the Beta thread. Sorry if this has come up and I just didn't see it - feel free to point me to the fix, if it has.  Thanks in advance for any assistance.
Worried and Nervous, Kaoru
« Last Edit: March 19, 2008, 09:33:01 am by Kaoru »

 

Offline Vasudan Admiral

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Re: Issues with the beta MediaVPs
Off the top of my head it sounds like MV_Assets isn't getting loaded for some reason. It's the one that contains all the HTL ships and high res textures. Also, AFAIK you shouldn't need the nm_test VP. I think it was a little add-on for the previous VP set so they could use normal maps, because those normal maps and more are all in MV_Assets as well.

So yeah, my guess would be MV_Assets is corrupted in some way. Can you open it in VP view? (You can find it here if you don't already have it.)

Glad you're enjoying it all though. :)
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 

Offline Kaoru

  • 24
Re: Issues with the beta MediaVPs
I can, indeed, open MV_Assets (I've got VPView and a slew of other Freespace tools, to aid me in the small amount of modding work I do on my own for the game.) There are 376 cache files, 1206 maps, 183 models, and 3 table files in it. From the looks of things, in other words, everything that ought to be there. Or so I'm guessing, from the looks of it. So I'd hope, at least. Is there some way to force FS to read the combined Assets VP?

 

Offline ION3

  • 27
Re: Issues with the beta MediaVPs
Put another folder up with the old MVPs in it. Then enter both as mods in the launcher (you have o type it in manually, deperating them with a semicolon AFAIK) The order of the mod entries is important.

 

Offline Kaoru

  • 24
Re: Issues with the beta MediaVPs
Ugh, this is getting a little annoying. All right, since my mod-launcher didn't support multiple-mod-entry, I just created a mod.ini file for the MediaVPs folder, with the following entries in it:
Code: [Select]
[launcher]
modname      = MediaVPs;
infotext     = The SCP writes the code. These guys make it

pretty.;

[multimod]
primarylist  = ;
secondrylist = ,710MediaVPs;
(710MediaVPs being the name of my 'old' MediaVPs folder, now) - and I booted it up. Back to the start, I had only the normal-maps, no shinemaps or glowmaps or anything else that I've grown so accustomed to.  So I tried it the other way - popping the .ini file into the old folder, selecting that as my primary mod, and setting the new MediaVPs to be the secondary. Then I got all the old effects back, but no muzzle-flashes, normal-maps, nada. Finally, I got so annoyed that I placed cross-referencing .ini files in both folders (secondarymod commandlines pointing to the other mod), but the effect was still zilch - I got whatever mod I'd selected as the primary, and that was all.
I've never had any difficulty in applying the old MediaVPs to other mods - mods like Blue Planet, Sync, Transcend and Homesick - so I'm just baffled by what's causing this.

The glowmaps and shinemaps and everything, as I said, all appear to be in 'Assets.vp'. They just aren't getting read, for some reason. It's really, really aggravating, because their 'not-read' status is overwriting the actual glow and shinemaps! Nyarrrgh...

EDIT: Well, now I have a new issue, too. The afterburner glow of ships from the old MediaVPs and the new ones has gotten mixed. (Which makes for an interesting effect, but I have no idea how it happened.) The only things in the new MediaVPs folder are the new MediaVPs, and they're the same size as the files in the downloaded archives, so nothing new has been added. Incidentally, this is after I removed the multimod commandline from the mod.ini. I'm going to just try deleting it altogether. To sum up the past problems: Normalmaps, shinemaps, and glowmaps - along with a myriad of other effects - are being applied to most of the fighters, but nothing else. I've actually got the normalmaps applied to the capital ships - or some of them, at least, the Hapsheput, for instance - but nothing else is working right. Blarg.
« Last Edit: March 19, 2008, 12:00:31 am by Kaoru »

 

Offline Vasudan Admiral

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Re: Issues with the beta MediaVPs
Well that's really weird then. Errrm, might it be a rogue VP file somewhere in your install folder?

Try removing all MVPs to a totally different folder (ie, out of the FS folder), and running the game again. If it's using any MVP content anywhere then you have rogue data somewhere. If it's using all original retail effects, then try adding just MV_Core and MV_Assets into the usual MediaVPs mod folder and seeing if you can get just them to work.
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 

Offline Kaoru

  • 24
Re: Issues with the beta MediaVPs
Did as you said, ran the game with the MediaVP folder moved. Jesus Christ, you folks have come a long way since Retail FS2. Not a single MediaVP effect anywhere that I could see, no HUD enhancements, graphics tweaks, no selection alterations, and no prettified engine glows or afterburner effects. So I'm pretty sure I don't have any rogue VPs inside the FS2 main folder. The only VP files I've got in there are FS2OGGcutscenepack.vp, multi-mission-pack.vp, multi-voice-pack.vp, root_fs2.vp, Nebulae.vp, smarty_fs2.vp, sparky_fs2.vp, sparky_hi_fs2.vp, stu_fs2.vp, tango1_fs2.vp, tango2_fs2.vp, tango3_fs2.vp, and warble_fs2.vp - the last nine, I've found, cannot be removed while keeping an operative game, the first one is for cutscenes, the second two are for multiplayer, and the Root vp and Lightspeed nebulae VP are pretty self-explanatory.
I've attached screenshots of the directories - the FS2 main and the MediaVPs folder - just to help demonstrate this. Also, my current cmdline prompt for running FS2 is
Code: [Select]
C:\Program Files\Freespace 2\fs2_open_3_6_10-20071028T.exe -mod MediaVPs -spec -glow -env -mipmap -nomotiondebris -missile_lighting -normal -targetinfo -orbradar -rearm_timer -ballistic_gauge -3dwarp -warp_flash  -smart_shields .

So what's the problem?

[attachment deleted by ninja]

 

Offline Wanderer

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Re: Issues with the beta MediaVPs
You have several rogue tables floating around for starters. Make sure have *.tbl or *.tbm files in your main freespace directory or in its data or data\tables directory. Same goes with mediavp directory
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Kaoru

  • 24
Re: Issues with the beta MediaVPs
You have several rogue tables floating around for starters. Make sure have *.tbl or *.tbm files in your main freespace directory or in its data or data\tables directory. Same goes with mediavp directory
As it shows in the screenshots, those .tbl files are in my main FS2 directory. There aren't any in the MediaVPs folder. At all. There's not even a 'data' folder in my MediaVPs folder. (There normally would be, since I import several ship classes and models even for my basic game, but right now I'm just focused on getting the damn thing working.)

However, just to be safe, I moved all .tbl files out of my main FS2 directory and re-checked the game. No change. Whatsoever. At. All.

Incidentally, I read about another guy having the same problems as me due to a Forceware 169.xx driver, so I downgraded my drivers, as well, to the 163.75 version. Scrubbed the old ones out and everything. The problem persists.

 

Offline Wanderer

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Re: Issues with the beta MediaVPs
Hmmm... Place this to the beta mediavps directory. If that doesnt help... run a debug build and then find fs2_open.log file and post its contents here (preferably using 'code' tags)
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Kaoru

  • 24
Re: Issues with the beta MediaVPs
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
  -normal
  -ballistic_gauge
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -warp_flash
  -mod MediaVPs
Building file index...
Found root pack 'C:\program files\freespace 2\MediaVPs\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'C:\program files\freespace 2\MediaVPs\MV_Assets.vp' with a checksum of 0x92e27b4a
Found root pack 'C:\program files\freespace 2\MediaVPs\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'C:\program files\freespace 2\MediaVPs\MV_Effects.vp' with a checksum of 0xc55a3e9f
Found root pack 'C:\program files\freespace 2\MediaVPs\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\program files\freespace 2\MediaVPs\sdr1119.vp' with a checksum of 0xe13995b9
Found root pack 'C:\program files\freespace 2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\program files\freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\program files\freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\program files\freespace 2\Nebulae.vp' with a checksum of 0xcd4338d9
Found root pack 'C:\program files\freespace 2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\program files\freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\program files\freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\program files\freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\program files\freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\program files\freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\program files\freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\program files\freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\program files\freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\program files\freespace 2\MediaVPs\' ... 1 files
Searching root pack 'C:\program files\freespace 2\MediaVPs\MV_AdvancedEffects.vp' ... 2411 files
Searching root pack 'C:\program files\freespace 2\MediaVPs\MV_Assets.vp' ... 1768 files
Searching root pack 'C:\program files\freespace 2\MediaVPs\MV_Core.vp' ... 92 files
Searching root pack 'C:\program files\freespace 2\MediaVPs\MV_Effects.vp' ... 1108 files
Searching root pack 'C:\program files\freespace 2\MediaVPs\mv_music.vp' ... 32 files
Searching root pack 'C:\program files\freespace 2\MediaVPs\sdr1119.vp' ... 69 files
Searching root 'C:\program files\freespace 2\' ... 317 files
Searching root pack 'C:\program files\freespace 2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\program files\freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\program files\freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\program files\freespace 2\Nebulae.vp' ... 157 files
Searching root pack 'C:\program files\freespace 2\root_fs2.vp' ... 157 files
Searching root pack 'C:\program files\freespace 2\smarty_fs2.vp' ... 0 files
Searching root pack 'C:\program files\freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\program files\freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\program files\freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\program files\freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\program files\freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\program files\freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\program files\freespace 2\warble_fs2.vp' ... 52 files
Searching root 'e:\' ... 0 files
Found 22 roots and 13367 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
GR_CPU: Family 6, MMX=Yes
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     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 7600 GS/AGP/SSE/3DNOW!
  OpenGL Version    : 2.1.1

  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".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  b-vert.sdr / b-frag.sdr ...
  Compiling shader ->  b-vert.sdr / bg-frag.sdr ...
  Compiling shader ->  b-vert.sdr / bs-frag.sdr ...
  Compiling shader ->  b-vert.sdr / bgs-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bn-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bgn-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bsn-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bgsn-frag.sdr ...
  Compiling shader ->  be-vert.sdr / bse-frag.sdr ...
  Compiling shader ->  be-vert.sdr / bgse-frag.sdr ...
  Compiling shader ->  bne-vert.sdr / bsne-frag.sdr ...
  Compiling shader ->  bne-vert.sdr / bgsne-frag.sdr ...

  Max texture units: 4 (16)
  Max elements vertices: 4096
  Max elements indices: 4096
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
... 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: Performing global function/(library/object) name repeat check...
LUA: Performing library/object name repeat check...
LUA: Performing object/object name repeat check...
LUA: Performing library/library name repeat check...
LUA: Initializing library functions...
LUA: Initializing object functions...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
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 170x170 (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' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-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.
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_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'beams2-wep.tbm' ...
WARNING: "Too many beam sections for weapon BFRed - max is 5" at Weapons.cpp:2979
TBM  =>  Starting parse of 'beams1-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_turretangle-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_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'mv_hg-hdg.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 2390
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 'ravens.pcx'
ANI 2_mainwalk.ani with size 477x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 189x189 (26.2% wasted)
ANI 2_maincrane.ani with size 116x116 (9.4% wasted)
ANI 2_mainexit.ani with size 174x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 158x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 145x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 119x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 206x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 190x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.289 (0.289)
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: 0x421298b7, IBX checksum: 0x91a9bb00 -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.364 (0.364)
Frame  0 too long!!: frametime = 0.307 (0.307)
TECH ROOM: Dumping excess ships...
Loading model 'capital2V-01.pof'
IBX: Found a good IBX/TSB to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0x715aa319, IBX checksum: 0xb38e43ae -- "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
Frame  0 too long!!: frametime = 0.500 (0.500)
TECH ROOM: Dumping excess ships...
Loading model 'capital01.pof'
IBX: Found a good IBX/TSB to read for 'capital01.pof'.
IBX-DEBUG => POF checksum: 0x9e305e56, IBX checksum: 0x461fad33 -- "capital01.pof"
Warning: Ignoring unrecognized subsystem fighterbay, believed to be in ship capital01.pof
Frame  0 too long!!: frametime = 1.136 (1.136)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_TECH_MENU (7)
ANI 2_mainwalk.ani with size 477x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 189x189 (26.2% wasted)
ANI 2_maincrane.ani with size 116x116 (9.4% wasted)
ANI 2_mainexit.ani with size 174x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 158x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 145x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 119x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 206x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 190x190 (25.8% wasted)
No music file exists to play music at the main menu!
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Wed Mar 19 03:36:18 2008
Quite a load, there. And, no. The shaders didn't seem to change anything. However, I did notice that I think it's really the draw distances that are messed up. The Hapshephut looks less like crap, close-up. But only really, really close up.

 

Offline Vasudan Admiral

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Re: Issues with the beta MediaVPs
Ok, bit of a long shot, but could you try moving absolutely everything but the MVPs, the shader VP and retail FS stuff out of the FS folder? There are a lot of rars, zips, exes and other stuff in that folder that don't need to be, and when bug-hunting it's best to get the install as clean as possible to eliminate all other possible sources of the error. All it really should be is:

Launcher.exe
The FS and FRED exes from both retail and the SCP.
UpdateLauncher.exe
FS2uninst.dll
patchw32.dll
launcher6.ini
Uninst.isu
readme.txt
and the original VP files.

Folder wise, make sure everything in data\(maps, models, tables - every sub folder except freddocs) is empty. In your root directory you should only have:

data
ereg
MediaVPs
mindspring (it's just a retail extra thing - kill it if you want)
and mebbe screenshots if you've taken any.
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
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Offline Kaoru

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Re: Issues with the beta MediaVPs
Launcher.exe
The FS and FRED exes from both retail and the SCP.
UpdateLauncher.exe
FS2uninst.dll
patchw32.dll
launcher6.ini
Uninst.isu
readme.txt

Folder wise, make sure everything in data\(maps, models, tables - every sub folder except freddocs) is empty. In your root directory you should only have:

data
ereg
MediaVPs
mindspring (it's just a retail extra thing - kill it if you want)
and mebbe screenshots if you've taken any.
Done, done, and done. No change. Incidentally, since I never found my old FS2 disc (Or even my FS1 disc - I suspect they were lost during the time the office was moving) - I don't have FS2uninst.dll, Uninst.isu, or readme.txt. I also didn't have a freddocs directory, an ereg folder, or a mindspring folder. I've attached screenshots of the cleaned directories to demonstrate that all of the files were moved. I've also included a screenshot of the normalmapped Loki - which is showing up just fine - versus the Orion. Which, as you can see, is not only not Normalmapped, but has lost everything else, too.

[attachment deleted by ninja]

 

Offline Vasudan Admiral

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Re: Issues with the beta MediaVPs
Err, actually - that orion looks about right under MVPs, but it's hard to tell at this distance.

Go to the mainhall and press F3. It's like a specilised techroom where you can view all the ships in the tables, zoom in and pan the camera and other stuff (look in render options). The Orion might just look undetailed from far away based on graphics card based mip-map settings or something, but from that I can tell it's definitely using Bobboau's high poly orion. :)

Based on what I see in those screens though, MV_Assets is indeed working correctly.
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 

Offline Kaoru

  • 24
Re: Issues with the beta MediaVPs
Err, actually - that orion looks about right under MVPs, but it's hard to tell at this distance.

Go to the mainhall and press F3. It's like a specilised techroom where you can view all the ships in the tables, zoom in and pan the camera and other stuff (look in render options). The Orion might just look undetailed from far away based on graphics card based mip-map settings or something, but from that I can tell it's definitely using Bobboau's high poly orion. :)

Based on what I see in those screens though, MV_Assets is indeed working correctly.
Are you kidding me? Compare the screenshot in the post above to this, taken with the MP-710 VPs, and then tell me that MV_Assets is being loaded the way it should...

EDIT: I'll be damned. You were right - at the least, I think you were. The special techroom did show the normalmaps and everything else - but I still have a less-detailed Orion than I had in the older version. Screenshots enclosed. And the problem propogates throughout more than just the one Destroyer. Just for reference, the top two are of the old version of MediaVP. The bottom one is the new version. You see my point, right? Right? I'm not just crazy?

[attachment deleted by ninja]

 

Offline Wobble73

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Re: Issues with the beta MediaVPs
Empty your cache folder in your FreeSpace2/Data/ folder!  :D
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Offline Vasudan Admiral

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Re: Issues with the beta MediaVPs
Heh, in the new version the difference is only in the mip-mapping. Notice how if you rotate the old one around the bright areas tend to flickker and shimmer with the rotation? That was caused by poor or no mipmaps in the textures and was fixed in this version.

The unfortunate side effect of the fixed shimmering is that at longer distances it doesn't appear to be as bright. However, see if you can tweak the mipmap settings via the Anisotropic Filter settings in the Video tab of the launcher.

This should sharpen up the textures at distance without the nasty shimmering. :)
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

  

Offline Kaoru

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Re: Issues with the beta MediaVPs
To Wobble: That was one of the first things I did  :p You'll notice that the screenshot of my 'data' folder doesn't have a cache. Good idea, though, wish it were that simple. However, it seems that...

Heh, in the new version the difference is only in the mip-mapping. Notice how if you rotate the old one around the bright areas tend to flickker and shimmer with the rotation? That was caused by poor or no mipmaps in the textures and was fixed in this version.

The unfortunate side effect of the fixed shimmering is that at longer distances it doesn't appear to be as bright. However, see if you can tweak the mipmap settings via the Anisotropic Filter settings in the Video tab of the launcher.

This should sharpen up the textures at distance without the nasty shimmering. :)

...well, I guess I give up. Yeah. You're right. Up close, I can see all the detail of the older model. And by cranking up anisotropic filtering to 16x or so, the visible depreciation of model-quality is reduced. ...But even so, there's a noticeable difference. Ah, well. I guess I'll just silently pine for my ever-bright, ever-sexy older Orion. Thanks for all of the help :3 At least normal maps are working right, now!