Author Topic: This may be a problem...  (Read 15585 times)

0 Members and 1 Guest are viewing this topic.

Offline Tantalus53

  • 29
  • That one guy with the thing
    • Steam
Re: This may be a problem...
Thanks. Im downloading it now. but with dialup, sure is takeing a while.

 

Offline Tantalus53

  • 29
  • That one guy with the thing
    • Steam
Re: This may be a problem...
Ok, do i save the HotU crack pack to the actual FS2 folder, or put it somewhere else to extract the file i need from it?

 

Offline jr2

  • The Mail Man
  • 212
  • It's prounounced jayartoo 0x6A7232
    • Steam
Re: This may be a problem...
...download the HotU crack pack. Extract the Root_fs2.vp from that on top of yours. That should cure the problem.

Root_fs2.vp (actually, it's root_fs2.vp :p ) is located in your FS2 main directory.

 

Offline Tantalus53

  • 29
  • That one guy with the thing
    • Steam
Re: This may be a problem...
Ok, got the Fred bug fixed...

I can now put in jumpnodes  :D

now, im modifying them for spelling errors, better attack patters, defencive positions & putting in Damadge control teams for inevitable disableings of cap-ships...

 

Offline Tantalus53

  • 29
  • That one guy with the thing
    • Steam
Re: This may be a problem...
Another two question that may be noob oriented, but i dont get.

how do you access the Command breifing animations used in FS2? i checked the CbAnim file, but dont see anny thing

also, how do i put up the directives in the mission? is it under the mission objectives & ive overlooked it for the dozens of times ive searched, or is their a sexp or something i dont know about?

 

Offline Shade

  • 211
Re: This may be a problem...
Command briefing anis: To be able to browse them from within FRED, you first have to extract them from the .vp files them come in. But if you remember the name of the animation you need, or can simply run VPView or a similar program alongside FRED to do the browsing, you can just type in the name of the file manually instead of hitting the "Browse" button.

Directives: These are added in the events editor, by selecting the event you want to attach a directive to and typing the text into the "Directive text" box below the event tree display. The directive will appear when the event can be triggered (such as, when the ship it applies to has arrived in the mission), succeed when the event becomes true, and fail if the event becomes untriggerable. Well, mostly - there are a few ifs and buts regarding directives, but that's the general idea.
« Last Edit: April 20, 2007, 03:00:17 pm by Shade »
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 
Re: This may be a problem...
or you can just use VPVIEW to see the animations themselves  :doubt:
Fun while it lasted.

Then bitter.

 

Offline jr2

  • The Mail Man
  • 212
  • It's prounounced jayartoo 0x6A7232
    • Steam
Re: This may be a problem...
... when combined with ANIVIEW, yes.  Try using Turey's installer and deselecting everything except for the "Tools" pack.

 

Offline Tantalus53

  • 29
  • That one guy with the thing
    • Steam
Re: This may be a problem...
So let me get this straight.

To veiw the .ani files, i first have to remove them from the vp files. then i have to get the VPVeiw program. there is a VP & ani veiw program in the "tools" part of Turey's online installer, correct?

my question: Where are the VP files. when i open the CBanim folder in the data section of FS2, i dont see a thing. or do i have to get the VPVeiw & Aniveiw first to see them?

 

Offline jr2

  • The Mail Man
  • 212
  • It's prounounced jayartoo 0x6A7232
    • Steam
Re: This may be a problem...
.vp files are sort of like .zip files, except they have no compression; they are used only to group files.  So, one file contains many files/folders.  Now, the actual folders you see in the FS dir are the same as those in the .vp files... some vp files have files in them that are located in the /data/tables directory, for example.  Those files are .tbl and .tbm  You can do the same for any other type of file - CBAnims are Command Briefing Animations; they are in tango1_fs2.vp, tango2_fs2.vp, & tango3_fs2.vp
If you have AniView installed, as well as VPView, and VPView knows where to get AniView (IIRC, if you use Turey's Installer, it does...), then if you double-click an ani file in VPView, it will extract it to a temporary directory, and call AniView to look at it.  From there you can save it to another location.  (File - save as ani...)  Of course, if you know which one you want, you can just extract it from VPView.  But you don't need that to just view the file; close AniView when you're done, and then close VPView (or the temporary file might not be deleted).

An overview of how .vp files / actual directories work:

If there is a file with the same name in the actual data tree (\freespace2\data\tables\ships.tbl , for example) it will override the file with the same name in the .vp file directory tree (\freespace2\root_fs2.vp /data/tables/ships.tbl)

If you are running a mod (using -mod mod1,mod2,mediavps or using the "mod" option in the launcher - more on that later), then the running mod's actual files (freespace2\mod1\data\tables\ships.tbl) override its .vp files (freespace2\mod1\mod1tables.vp /data/tables/ships.tbl)  Mod1's .vp file file or its actual file ships.tbl will override either of mod2's files, be it .vp or real.  mod2 overrides mediavps (or mod3, whatever), and mediavps overrides default fs2 actual / vp file files. 

So: within a mod level (mod1 or other, or default fs), actual files override .vp file files.  Whichever one is active in that mod level overrides any mod level beneath it.  If something is not found (eg, ships.tbl), then the next available file in the hierarchy is used (first actual file, then .vp file file, then onto next level down actual, then .vp file file, then next level... you get the picture).

Ok, now: the -mod switch allows you to specify mod levels, eg -mod dem,fsport,mediavps tell FS Launcher that you want to play the Deus Ex Machina mod, which requires the FSPort mod, which requires the mediavps mod, which of course requires FS2  dem files take precedence over fsport files, which take precedence over mediavps, which take precedence over default fs2.  Of course, if you just want the mediavps extra effects and you want to play FS2, then just use -mod mediavps  similarly, to use FSPort, use -mod fsport,mediavps

Now, in each mod directory, there is / should be a mod.ini file.  This file simplifies things greatly:
[quote author = Deus Ex Machina ("dem") mod.ini][multimod]
primarylist  = ;
secondarylist = fsport,mediavps[/quote]

This allows you to just select "dem" in the MOD tab in the Launcher: then it does the rest for you, as it looks at dem's mod.ini for the rest.  (The only thing it uses is secondarylist = fsport,mediavps primarylist isn't used.)

Help any?
« Last Edit: April 23, 2007, 04:43:57 am by jr2 »

 

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
Re: This may be a problem...
Since when does Deus Ex Machina require the Port? :wtf:

 

Offline takashi

  • Better than TrashMan
  • 29
Re: This may be a problem...
since the L was an appollo scaled up to tremendos sizes. (ahaha, we modders are evil.)

 

Offline jr2

  • The Mail Man
  • 212
  • It's prounounced jayartoo 0x6A7232
    • Steam
Re: This may be a problem...
Hey, I didn't make the mod.ini file...

  

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Re: This may be a problem...
Yeah you did. I would never have made one including a secondraylist entry. :p

I've had enough of the first Ray without the need for a second or third one.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline jr2

  • The Mail Man
  • 212
  • It's prounounced jayartoo 0x6A7232
    • Steam
Re: This may be a problem...
Yeah you did. I would never have made one including a secondraylist entry. :p

I've had enough of the first Ray without the need for a second or third one.

Ack!  Your fault for the actual text being "secondry", and my trying to fix it because you told me to the last time I copied one of these things!  :p ;)

 

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
Re: This may be a problem...
Actually, it's RandomTiger's fault the text is "secondry". :D

 

Offline Tantalus53

  • 29
  • That one guy with the thing
    • Steam
Re: This may be a problem...
Ok... I know where to find the VP files.

i think you lost me at "An overview of how .vp files / actual directories work:"
but like everything else, ill probably understand it when i get into actual modding & attempt to discover the mindnumming wrld of actual programing. right now im content with only a few objectives:

Mastering FRED2 retail, (eventualy) Fred2_open, figuring out how to get FS2_open on my computer. Then hopefully, i can get into serious modding like full scale campains, voicovers, new ships & sutch. though ide love to creat my own capital shp for FS2_retail, it seems like a harsh prospect.

 

Offline jr2

  • The Mail Man
  • 212
  • It's prounounced jayartoo 0x6A7232
    • Steam
Re: This may be a problem...
Erg. 
(@ Goober:  :bangwall: or :headwall: , please?)

The jist of it is, vp files are container files.  instead of \data\effects, you have the same thing inside a vp file (name does not matter).  However, if there is an actual directory, the files in the actual directory overrule the ones in the vp.

Are you with me so far?
« Last Edit: April 25, 2007, 09:49:32 am by jr2 »

 

Offline Tantalus53

  • 29
  • That one guy with the thing
    • Steam
Re: This may be a problem...
Yes sir, i get the jist of it so far.

Say, annyone have a good aproach vector for an orion to maximise its beams?

 
Re: This may be a problem...
make it fly along the starboard side (or whichever is is the right side :lol:) or the front-right side, in my opinion. not very experianced at orions  :doubt:
Fun while it lasted.

Then bitter.