Author Topic: FSU Compatibility Package  (Read 6516 times)

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Offline Droid803

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FSU Compatibility Package
I just wanted to bring it up again, since apparently the shine textures thread isn't the place to talk about it.
Is there one?

I can't imaging it would be difficult to maintain seeing as you guys use SVN.
Whenever you delete something from it, just paste it into a separate SVN for the compatibility pack...etc etc.

So, is there one/will there be one?
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Offline Bobboau

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Re: FSU Compatibility Package
wut?
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Offline Droid803

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Re: FSU Compatibility Package
Basically consists of old effects/maps that get removed (specifically tiles).
Plenty of things use them as dependencies.
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Offline Black Wolf

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Re: FSU Compatibility Package
A lot of older mods use tile textures that have been renamed or removed entirely from the modern media-VPs. This will only get worse as more and more ships get UVed. This means that when the game fins them, it finds the ugly old shinemapless, glowmapless, 256 colour low-res retail versions of those texs instead of the fancy new ones that someone, at some point, worked hard to improve. It's a step backwards for a lot of mods.

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Offline mjn.mixael

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Re: FSU Compatibility Package
Well, a couple points.

Yes, the shine maps thread is not the place to discuss this. Here is perfect.

Why can't anyone open the old MVPs and rip out the tile maps in question and make the pack themselves? This is a totally honest question and not meant to be condescending. I'm not entirely convinced that this is something that FSU needs to do to for the sake of every old mod out there. We have a lot of work that we do. Currently we have 20 models in our WIPs folder... not to mention keeping up with all the new SCP additions... In short we've got a lot of work on our hands and most of us have other mods we are working on at the same time. We have to prioritize.. and maintaining yet another VP isn't high on our priorities right now. (Zacam can correct me if I'm wrong.)

Those old models should probably be UV'd anyway... or at least texture baked to a single map... (I understand that a lot of people aren't capable of this.)

I hope this didn't come off as mean or rude. I'm just trying to explain our position the best I can recall from the last time we talked about it.
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Offline Droid803

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Re: FSU Compatibility Package
Because I don't have something that lets me compare versions. You do.
I don't have access to the SVN logs, so I don't know exactly what has been changed.

Do you know how harder it would be to compare every single file to find all the differences?
Do you know how much easier it would be if I just had a massive list of which files to copy and paste?
Do you know how much easier it would be to just do along the way while changes are made?

Long story short, the SVN log makes all the difference. That is why "just anyone" can't just open the old MVPs and rip out the tile maps, because finding which ones were ripped out would take longer than actually ripping them out. You're busy, I'm busy. You don't have time to do something that takes maybe two extra seconds every commit? :doubt: Well I don't have time to spend two plus hours comparing files in VPs.

I don't see how it would cut significantly into your time, while I do see how it would cut significantly into mine for me to do this because I don't have access to the SVN logs.

So, unless you're just going to give me (or anyone else interested in maintaining this) SVN access, I still think it's better for someone within FSU to maintain the package. I'm not trying to sound rude or entitled or anything even though I may come off as that, but it would be far more efficient if someone that actually has access to the list of things that have changed to assemble the package over someone doing things blindly.

Hell, give me SVN access and I'll finish it a day, and then it'll be two seconds for everyone to keep it updated whenever a commit is made to the finalized part...  :doubt: Stuff that goes on in the WIP folders or whatever doesn't concern this at all...its two seconds every time something is finalized, and stuff is cleaned up...
« Last Edit: August 17, 2011, 10:58:51 pm by Droid803 »
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Offline mjn.mixael

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Re: FSU Compatibility Package
You assume at this point that it would be simple just because I have a log...

No, I'd have to first know the names of all the tile maps previously removed (which is not readily apparent in the log/filename), find the commit where they were deleted, restore them, move them to a new folder, and then I can maintain from there.

I'm not going to be pulled into comparing who's time is more valuable.... All I'm saying is that it's not a priority compared to the other work I'd rather do.

Besides, all you had to do was ask nicely..  :doubt: If you want to do it, then I'm sure Zacam would be more than happy to give you the read-only login info to the SVN...

As an afterthought.. You don't really need to compare every file. Just open the old VPs and rip every single tile map out and put them in their own VP because it's likely that all the tile maps will go bye bye, long-term.
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Offline Trivial Psychic

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Re: FSU Compatibility Package
This may or may not have any bearing, but if someone wants to dissect the older Media VPs to find what textures might need to be salvaged for such an undertaking, I have all the Media VPs stretching as far back as 3.6.8, still stored on my hard drive.
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Offline The E

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Re: FSU Compatibility Package
This compatibility pack thing is going to happen. There's nothing wrong with the idea.

However, one thing that should be understood is that despite them being used in that way, the mvps are NOT a general purpose repository of textures and assets. They are made specifically to improve FS2 retail, nothing more, nothing less. As such, keeping old textures and assets around just because someone, somewhere depends on a specific asset being in a specific state is not an option.

One thing that could help us though is if you could give us a list of textures you need.
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Offline Woolie Wool

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Re: FSU Compatibility Package
CapVTile*
cruiser02*
cruiser03*
cruiser03x*

For the next mediavps version:
capital03*
capital05*
tsoup*
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Offline Droid803

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Re: FSU Compatibility Package
also supertile* for the next version (sath textures)
I have no clue what has vanished before 3.6.10 Beta :(
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Offline Nyctaeus

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Re: FSU Compatibility Package
tcov*, ctile*, capital01-*,install01-*,doctile* series [Deimos, Aeolus, Orion, Arcadia, Ganymede] - needed for Shadow Genesis.
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Offline Droid803

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Re: FSU Compatibility Package
capital04*
CruisTileS*
CorvSTile*

if/whenever the Demon/Rakshasa get their htl ver. finished (and someone bakes the Moloch)

and then there's the AWACs/Gas Miner tiles that I can't come up with off the top of my head, a surprising number of models use those...
AWACTile*
miner2t*
I think it was, not entirely certain.

--

capital# (hecate textures). if anyone bothers baking that one too.
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Offline Hades

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Re: FSU Compatibility Package
tcov*, ctile*, capital01-*,install01-*,doctile* series [Deimos, Aeolus, Orion, Arcadia, Ganymede] - needed for Shadow Genesis.
Except all of those are still in the mediavps?
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Offline Droid803

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Re: FSU Compatibility Package
Depends how far along that HTL Arcadia is. Doesn't seem like the Gany/Deimos/Orion are gonna change.
And aren't the Aeolus ones already gone? The HTL one uses a single UVmap already.
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Offline mjn.mixael

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Re: FSU Compatibility Package
Again.. I suggest the idea that someone just get a list of ALL tile maps, find the newer versions and then drop them in their own pack.. no maintenance required... if a model gets HTL'd and the tiles removed from the MVPs, no change necessary... Since apparently people are listing tiles they want in the pack and not just ones that have been removed.
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Offline sigtau

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Re: FSU Compatibility Package
I half-wonder if it'd be more efficient just to take the tile maps from the 3.6.10 Media VPs and subtract out any of the files in there that happen to coexist or conflict with those in the 3.6.12 Media VPs.  That should pretty much cover all the bases, right?
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Offline BrotherBryon

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Re: FSU Compatibility Package
We have a lot of work that we do. Currently we have 20 models in our WIPs folder...

Sorry a good chunk of that is my doing, not necessarily a bad thing though for a couple of months there all I was doing was spewing out shivan models.
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Offline Nyctaeus

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Re: FSU Compatibility Package
Aeolus uses single texture but old tile textures are still present in MediaVPs. In my opinion, the best option is removing all no longer needed textures [like Aeolus' ones] and put them in separate package dedicated for modders.
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Offline The E

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