Author Topic: MediaVP 3.6.7 RELEASE thread  (Read 30637 times)

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Offline Kosh

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MediaVP 3.6.7 RELEASE thread
Quote
Originally posted by CP5670


I got about 20k/sec earlier today. :p Still took forever to download these things.



I got 70 KB/sec on an overseas connection. :p
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Brain I/O error
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Offline redmenace

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MediaVP 3.6.7 RELEASE thread
Quote
Originally posted by StratComm
Engine glows aren't working in current builds for some reason.  I'm under the impression that it's a temporary problem.
It is because of Goober's species redux.
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Offline taylor

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MediaVP 3.6.7 RELEASE thread
Quote
Originally posted by redmenace
It is because of Goober's species redux.

Well, it's not actually because of the species work that it broke, it was broken just before that.  It's still broken now because he's not done with the species update yet and keeping track of all of the code changes is difficult.  In this case it's easier for him to get the species update done and fix everything at once.

I had started getting the Linux code ready for adding to CVS 5 weeks before it actually happened.  Getting everything updated and checked and cleaned up takes a large amount of time.  That was a lot more code (I started with 90,000+ lines and cut it down to around 30,000) than what Goober is working with right now but it still takes time to get everything synced up and working before it's ready for commit.  And of course he has to finish the code first. :)

 

Offline CP5670

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MediaVP 3.6.7 RELEASE thread
Quote
I've also got 1GB. It cuts it - barely. The difference-maker may actually be my PCI-express graphics card if throughput to the card is that much of an issue.


That shouldn't really make any difference actually, since the card doesn't need to transfer stuff out of its own memory. The only other thing I can think of is the fact that I use a fairly high resolution that might require a large framebuffer with vsync and triple buffering enabled. I'm going to try turning off vsync later and see if that helps.

Someone needs to fix the issues with those excessively large images though. I can do it if needed.

Quote
I got 70 KB/sec on an overseas connection. :p


The server was probably less loaded today since most people had already gotten them. It really took hours to get them all yesterday. :p

 

Offline eiszo

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MediaVP 3.6.7 RELEASE thread
I miss the 3D explosions of DaBrain.

 

Offline CP5670

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MediaVP 3.6.7 RELEASE thread
Wow, the effect of disabling vsync was pretty dramatic. The stuttering went away completely and the loading times, which had become extremely long, are back to normal levels. I guess the triple buffer was using up a ton of memory itself. I can't notice any tearing in this game anyway, so I'm going to keep it like this.
« Last Edit: October 20, 2005, 02:42:56 am by 296 »

 

Offline DaBrain

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MediaVP 3.6.7 RELEASE thread
Quote
Originally posted by eiszo
I miss the 3D explosions of DaBrain.


There is an older effect in the advanced effects folder.


We'll probably update the MediaVPs soon. (Next week?)
I'm checking the files right now.
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Please PM me in case you want to apply
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Offline WMCoolmon

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MediaVP 3.6.7 RELEASE thread
[Stubbornness]
Probably not. Between this and the next release is when I'm thinking I'll go through the files and prune them.

I'd also like to diff the TBLs to the original FS2 ones and see if we can't work out a more sane method of organization to fix the Cain/Fenris problem.

As it stands:
  • move beamglows to adveffects; change names to match originals
  • Put medium shockwave in effects, super hi-end in adveffects.
  • Check that LODs have appropriate textures, either PCX or DDS, no shine/glow if they aren't needed.
  • Fix pixel in purple sun. :p
  • Double-check thrusterglows are newest/best-looking (once working)
  • Put ABTrails back in(?)
  • Toy with the idea of modifying Maxim/circe gfx
  • Nag CP to pull another miraculous size-reduction job on mv_effects. :p
  • Change nameplate textures to 'nameplate'
  • Look into 3D explosions


Something I'd like to look into: Particle-spewing engines.DaBrain said something about them in another thread, specifically them not working properly b/c some fields weren't available, it sounded like an easy fix but 3.6.7 wasn't out yet.
-C

 

Offline DaBrain

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MediaVP 3.6.7 RELEASE thread
Nice, I'm looking forward to the partice spew issue. :)
 
*imagines cool things that might be possible soon* ;7
--------------------------------------------------
SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------

 

Offline WMCoolmon

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MediaVP 3.6.7 RELEASE thread
That was a sort of subtle hint to get you to tell me what you couldn't do that you needed to do. :p
-C

 

Offline CP5670

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MediaVP 3.6.7 RELEASE thread
Quote
As it stands:
  • move beamglows to adveffects; change names to match originals
  • Put medium shockwave in effects, super hi-end in adveffects.
  • Check that LODs have appropriate textures, either PCX or DDS, no shine/glow if they aren't needed.
  • Fix pixel in purple sun. :p
  • Double-check thrusterglows are newest/best-looking (once working)
  • Put ABTrails back in(?)
  • Toy with the idea of modifying Maxim/circe gfx
  • Nag CP to pull another miraculous size-reduction job on mv_effects. :p
  • Change nameplate textures to 'nameplate'
  • Look into 3D explosions
[/size]


Sounds good. :D I don't think I can trim down the file as much as last time, but there are definitely still a lot of excessively large images in there.

While I'm at it, I might as well mention this other thing that I forgot to bring up earlier. It seems that the glowmap and shinemap for the Arcadia install01-02 texture might be conflicting with each other somehow.

FS1 (and FSO with older media vps):



FSO with modern media vps:



The first glow effect looks great, but the other one looks very washed out. The sun is on the opposite side of the Arcadia, so it isn't due to the shine effect either. The FSO Arcadia used to look like it does in the FS1 shot, but in the last several media vp versions it has had this weird grayed out look to it and looks pretty nasty.

 

Offline taylor

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MediaVP 3.6.7 RELEASE thread
@WMC:  Also the weapons.tbl needs to have all of the "$Shockwave Model:" lines removed.  They are using the default shockwave name which is not even needed, but also make the default shockwave a requirement and it shouldn't be.

 

Offline Cobra

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MediaVP 3.6.7 RELEASE thread
yikes. insane memory usage.

all i have are mv_effects, core, models and textures, and it literally took almost ten minutes to load the briefing, and another five to load the mission itself.

then the game kept hanging whenever a message popped up.
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Offline Galemp

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MediaVP 3.6.7 RELEASE thread
Try it again. It always takes a long time to load the first time, to build the IBX cache.
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Offline Cobra

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MediaVP 3.6.7 RELEASE thread
yeah, i've always known about that, but i'm thinking that it'll still take a while to load anyway. i'll try again in a bit. :)

oh yeah, i'm also using the detailmodels.vp for the models not included in 3.6.7 vp's. :D
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline redmenace

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MediaVP 3.6.7 RELEASE thread
Umm, cobra that was fixed earlier this week.
Here is the patch.
http://fs2source.warpcore.org/mvp367/mv_amodelspatch.rar
Also the vp you are using, doesn't have the high poly hornet missle.
« Last Edit: October 22, 2005, 04:51:11 pm by 887 »
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
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Offline Cobra

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MediaVP 3.6.7 RELEASE thread
duhh, i downloaded it before you patched the mv_models. :p

also, do the glowpoints have to be included in mv_effects? :wtf:
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline WMCoolmon

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MediaVP 3.6.7 RELEASE thread
Glowpoints are technically an effect...models depends more on processing power, effects depends on a lot of memory.
-C

 

Offline Cobra

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MediaVP 3.6.7 RELEASE thread
yeah yeah. :p

anyway, i took a couple of screenies.

i love the new flak effects:



triton debris looks almost realistic:



give it some flickering light effects and we have perfect triton debris! :D
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline StratComm

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MediaVP 3.6.7 RELEASE thread
Actually, that debris chunk has a good bit of stretching on it.  Hardly a criteria for "realistic" debris.  But it does look pretty darned good.
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Last edited by StratComm on 08-23-2027 at 08:34 PM