Author Topic: Incremental Upgrade Pack - version 2 [2013-11-18]  (Read 6450 times)

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Offline FSW

  • 27
Incremental Upgrade Pack - version 2 [2013-11-18]
Incremental Upgrade Pack - version 2 [2013-18-11]

Greetings, pilots! I have collected together a number of upgraded graphical assets that have been publicly released since the most recent MediaVPs, and uploaded them as a package to make it easier for other users to find and install them.

Download Links [299MB]:
Mega: https://mega.co.nz/#!8QZGjICD!fL5VqxgPBp8XQxDH_GZlkm5epcFc7X7gCOM6fta4-to

Instructions:
You must already have MediaVPs 3.6.12.
To install, extract (using 7-zip) the FSW_IUP folder into your Freespace 2 directory.
To use, select FSW_IUP as a mod via your launcher.

Note that, unlike the FSU team, I have done no quality control, and I cannot offer support; I am merely sharing a collection for the sake of convenience.

Contents:

Nicer Nebulae by devi1sdoz3n
Primary weapon models (FS2) by mjn.mixael
Sobek by Rga_Noris
Medusa by Hades
Ptah by The Dagger
Isis by Oddgrim
Seth by The Dagger
Sathanas by bobbtman
Knossos by FreespaceFreak
Ma'at by Oddgrim, Hellstryker
Mentu by Oddgrim
Osiris by Oddgrim
Sekhmet by The Dagger, Oddgrim
Arcadia by Rga_Noris, mjn.mixael, RagingLoli, Vasudan Admiral, Esarai
Rakshasa by Rga_Noris
Typhon by Galemp
Hades by Vasudan Admiral
Artemis by Sab0o
Boanerges by Sab0o
Serapis by The Dagger

Let me know if I have credited the wrong people!

Updated to v2 on 2013-11-18, to include The Dagger's updated Seth, updated Sekhmet, and new Serapis.
« Last Edit: November 23, 2013, 04:59:15 pm by FSW »

 

Offline Macfie

  • 210
  • If somebody made a campaign I've probably got it
Re: Incremental Upgrade Pack - version 1 [2013-07-22]
Your hosting is not compatible with Internet explorer.
Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.
The difference between Mechanical Engineers and Civil Engineers is:
Mechanical Engineers build weapons.  Civil Engineers build targets
An optimist sees the glass half full; the pessimist sees it half empty. An engineer sees that the glass is twice as big as it needs to be.

 

Offline FSW

  • 27
Re: Incremental Upgrade Pack - version 1 [2013-07-22]
Oh dear. I'm currently uploading it to Filefactory. Hopefully that will be more accessible.

 

Offline The Dagger

  • 29
  • I like zod ships
Re: Incremental Upgrade Pack - version 1 [2013-07-22]
Sekhmet is also Oddgrim's work. He did the textures and I did the rest.
EDIT: Also, great work!!
« Last Edit: July 23, 2013, 06:29:48 pm by The Dagger »

 

Offline pecenipicek

  • Roast Chicken
  • 211
  • Powered by copious amounts of coffee and nicotine
    • Minecraft
    • Skype
    • Steam
    • Twitter
    • PeceniPicek's own deviantart page
Re: Incremental Upgrade Pack - version 1 [2013-07-22]
trying to open the GVD Typhon in the tech room results in zhis:

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.
==========================================================================
Opened log '/home/vrga/.fs2_open/data/fs2_open.log', Tue Jul 23 23:42:35 2013 ...
FreeSpace 2 Open version: 3.6.17.9481
Passed cmdline options:
  -spec_exp 9
  -ogl_spec 120
  -spec_static 0.8
  -spec_point 0.3
  -spec_tube 0.7
  -ambient_factor 105
  -missile_lighting
  -no_emissive_light
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -cache_bitmaps
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod FSO Trailer Mission,FSW_IUP,mediavps_3612
  -fps
  -window
  -nograb
Building file index...
Found root pack '/home/vrga/Games/fso/FSW_IUP/fs2_primaries.vp' with a checksum of 0xbfadf6e9
Found root pack '/home/vrga/Games/fso/FSW_IUP/HTL-Knossos.vp' with a checksum of 0x63018614
Found root pack '/home/vrga/Games/fso/FSW_IUP/HTL-Maat.vp' with a checksum of 0xca4c4032
Found root pack '/home/vrga/Games/fso/FSW_IUP/HTL-Mentu.vp' with a checksum of 0xa27e45db
Found root pack '/home/vrga/Games/fso/FSW_IUP/HTL-Osiris.vp' with a checksum of 0x42c7f5b0
Found root pack '/home/vrga/Games/fso/FSW_IUP/HTL-Sekhmet.vp' with a checksum of 0x985a9946
Found root pack '/home/vrga/Games/fso/FSW_IUP/Rak_Ultra.vp' with a checksum of 0x0ccbbc15
Found root pack '/home/vrga/Games/fso/FSW_IUP/sathanas_bobbtmann_4096.vp' with a checksum of 0x8e4dc333
Found root pack '/home/vrga/Games/fso/FSW_IUP/SobekMod-Hi.vp' with a checksum of 0x83e4bc71
Found root pack '/home/vrga/Games/fso/mediavps_3612/MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack '/home/vrga/Games/fso/mediavps_3612/MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack '/home/vrga/Games/fso/mediavps_3612/MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack '/home/vrga/Games/fso/mediavps_3612/MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack '/home/vrga/Games/fso/mediavps_3612/MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack '/home/vrga/Games/fso/mediavps_3612/MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack '/home/vrga/Games/fso/mediavps_3612/MV_Music.vp' with a checksum of 0xb3e21469
Found root pack '/home/vrga/Games/fso/mediavps_3612/MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack '/home/vrga/Games/fso/mediavps_3612/MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack '/home/vrga/Games/fso/mediavps_3612/MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack '/home/vrga/Games/fso/multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack '/home/vrga/Games/fso/multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack '/home/vrga/Games/fso/Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack '/home/vrga/Games/fso/smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack '/home/vrga/Games/fso/sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack '/home/vrga/Games/fso/sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack '/home/vrga/Games/fso/stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack '/home/vrga/Games/fso/tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack '/home/vrga/Games/fso/tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack '/home/vrga/Games/fso/tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack '/home/vrga/Games/fso/warble_fs2.vp' with a checksum of 0xd85c305d
Searching root '/home/vrga/.fs2_open/FSO Trailer Mission/' ... 4 files
Searching root '/home/vrga/.fs2_open/FSW_IUP/' ... 0 files
Searching root '/home/vrga/.fs2_open/mediavps_3612/' ... 3 files
Searching root '/home/vrga/.fs2_open/' ... 19 files
Searching root '/home/vrga/Games/fso/FSO Trailer Mission/' ... 19 files
Searching root '/home/vrga/Games/fso/FSW_IUP/' ... 197 files
Searching root pack '/home/vrga/Games/fso/FSW_IUP/fs2_primaries.vp' ... 32 files
Searching root pack '/home/vrga/Games/fso/FSW_IUP/HTL-Knossos.vp' ... 5 files
Searching root pack '/home/vrga/Games/fso/FSW_IUP/HTL-Maat.vp' ... 7 files
Searching root pack '/home/vrga/Games/fso/FSW_IUP/HTL-Mentu.vp' ... 10 files
Searching root pack '/home/vrga/Games/fso/FSW_IUP/HTL-Osiris.vp' ... 9 files
Searching root pack '/home/vrga/Games/fso/FSW_IUP/HTL-Sekhmet.vp' ... 11 files
Searching root pack '/home/vrga/Games/fso/FSW_IUP/Rak_Ultra.vp' ... 12 files
Searching root pack '/home/vrga/Games/fso/FSW_IUP/sathanas_bobbtmann_4096.vp' ... 18 files
Searching root pack '/home/vrga/Games/fso/FSW_IUP/SobekMod-Hi.vp' ... 11 files
Searching root '/home/vrga/Games/fso/mediavps_3612/' ... 14 files
Searching root pack '/home/vrga/Games/fso/mediavps_3612/MV_Advanced.vp' ... 1283 files
Searching root pack '/home/vrga/Games/fso/mediavps_3612/MV_AnimGlows.vp' ... 1641 files
Searching root pack '/home/vrga/Games/fso/mediavps_3612/MV_Assets.3612.vp' ... 315 files
Searching root pack '/home/vrga/Games/fso/mediavps_3612/MV_Assets.vp' ... 1527 files
Searching root pack '/home/vrga/Games/fso/mediavps_3612/MV_Effects.3612.vp' ... 10 files
Searching root pack '/home/vrga/Games/fso/mediavps_3612/MV_Effects.vp' ... 1876 files
Searching root pack '/home/vrga/Games/fso/mediavps_3612/MV_Music.vp' ... 32 files
Searching root pack '/home/vrga/Games/fso/mediavps_3612/MV_RadarIcons.vp' ... 24 files
Searching root pack '/home/vrga/Games/fso/mediavps_3612/MV_Root.3612.vp' ... 13 files
Searching root pack '/home/vrga/Games/fso/mediavps_3612/MV_Root.vp' ... 94 files
Searching root '/home/vrga/Games/fso/' ... 17 files
Searching root pack '/home/vrga/Games/fso/multi-mission-pack.vp' ... 110 files
Searching root pack '/home/vrga/Games/fso/multi-voice-pack.vp' ... 307 files
Searching root pack '/home/vrga/Games/fso/Root_fs2.vp' ... 157 files
Searching root pack '/home/vrga/Games/fso/smarty_fs2.vp' ... 10 files
Searching root pack '/home/vrga/Games/fso/sparky_fs2.vp' ... 3027 files
Searching root pack '/home/vrga/Games/fso/sparky_hi_fs2.vp' ... 1337 files
Searching root pack '/home/vrga/Games/fso/stu_fs2.vp' ... 2355 files
Searching root pack '/home/vrga/Games/fso/tango1_fs2.vp' ... 32 files
Searching root pack '/home/vrga/Games/fso/tango2_fs2.vp' ... 15 files
Searching root pack '/home/vrga/Games/fso/tango3_fs2.vp' ... 10 files
Searching root pack '/home/vrga/Games/fso/warble_fs2.vp' ... 52 files
Found 38 roots and 14615 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.15.1

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".

  EFX:  EAXReverb not supported!

  Sample rate: 48000 (48000)
  EFX enabled: NO
  Playback device: SB Audigy 2 ZS (SB0350) Analog Surround 5.1
  Capture device: Built-in Audio Analog Stereo
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x720 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTX 660/PCIe/SSE2
  OpenGL Version   : 4.3.0 NVIDIA 319.32

  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".
  Using extension "GL_ARB_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "glXSwapIntervalSGI".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.30 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 816 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
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' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
No joysticks found
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'fs2_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'Sobek-shp.tbm' ...
TBM  =>  Starting parse of 'Sath-shp.tbm' ...
TBM  =>  Starting parse of 'Rak-shp.tbm' ...
TBM  =>  Starting parse of 'Sekhmet-shp.tbm' ...
TBM  =>  Starting parse of 'mentu-shp.tbm' ...
TBM  =>  Starting parse of 'Ma'at-shp.tbm' ...
TBM  =>  Starting parse of 'HTLHades-shp.tbm' ...
TBM  =>  Starting parse of 'Isis-shp.tbm' ...
The "docking" animation type name is deprecated.  Specify "docking-stage-2" instead.
TBM  =>  Starting parse of 'medusa-shp.tbm' ...
TBM  =>  Starting parse of 'Arcadia-shp.tbm' ...
TBM  =>  Starting parse of 'boa-shp.tbm' ...
TBM  =>  Starting parse of 'Seth-shp.tbm' ...
TBM  =>  Starting parse of 'artemistest-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.2% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'nustars-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 333
Compiling video-processing shader ...
   Loading built-in default shader for: video-v.sdr
   Loading built-in default shader for: video-f.sdr
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Verifying 'vrgabta.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'bp3.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'VrgaTap.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'vrgajad.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'vrgamvp.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'vrgajad2.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'vrgamvp.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'vrgamvp.FreeSpace2.csg' with version 0...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Loading complete!
CSG => Loading 'vrgamvp.FreeSpace2.csg' with version 0...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Loading complete!
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x8f5f3d48 -- "fighter01.pof"
Called captureCallback()!
TECH ROOM: Dumping excess ship textures...
Loading model 'capital03.pof'
WARNING: "Not all subsystems in model "capital03.pof" have a record in ships.tbl. This can cause game to crash.  List of subsystems not found from table is in log file." at modelread.cpp:647
Subsystem turret16 in model was not found in ships.tbl!
Subsystem turret17 in model was not found in ships.tbl!
Subsystem turret18 in model was not found in ships.tbl!
Subsystem turret19 in model was not found in ships.tbl!
Subsystem turret20 in model was not found in ships.tbl!
Subsystem turret21 in model was not found in ships.tbl!
Subsystem turret22 in model was not found in ships.tbl!
Subsystem turret23 in model was not found in ships.tbl!
Subsystem turret24 in model was not found in ships.tbl!
Subsystem turret25 in model was not found in ships.tbl!
Subsystem turret26 in model was not found in ships.tbl!
Subsystem turret27 in model was not found in ships.tbl!
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship capital03.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship capital03.pof
Turret object not found for turret firing point in model
Turret object not found for turret firing point in model
Turret object not found for turret firing point in model
Turret object not found for turret firing point in model
Turret object not found for turret firing point in model
Turret object not found for turret firing point in model
Turret object not found for turret firing point in model
Turret object not found for turret firing point in model
Turret object not found for turret firing point in model
Turret object not found for turret firing point in model
Turret object not found for turret firing point in model
Turret object not found for turret firing point in model
WARNING: "Couldn't open texture 'purple_glow' referenced by model 'capital03.pof'" at modelread.cpp:1837
IBX: Found a good IBX to read for 'capital03.pof'.
IBX-DEBUG => POF checksum: 0x7267def1, IBX checksum: 0x23a1f7ed -- "capital03.pof"
Frame  0 too long!!: frametime = 0.580 (0.580)
Int3(): From graphics/grbatch.cpp at line 660


Another one, triggered by GVF Ptah.
Code: [Select]
IBX: Found a good IBX to read for 'fighter2v-03.pof'.
IBX-DEBUG => POF checksum: 0x053492f1, IBX checksum: 0x4192662f -- "fighter2v-03.pof"
Loading model 'fighter2v-04.pof'
WARNING: "Submodel <detail1> in model <fighter2v-04.pof> has a radius <= 0.1f" at modelread.cpp:1243
WARNING: "Submodel <detail2> in model <fighter2v-04.pof> has a radius <= 0.1f" at modelread.cpp:1243
ASSERTION: "num_faces <= MAX_INS_FACES" at modelread.cpp:2219


also,  :yes: :yes: for doing this FSW.

and ignore those using internet exploder :p
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline mjn.mixael

  • Cutscene Master
  • 212
  • Chopped liver
    • Steam
    • Twitter
Re: Incremental Upgrade Pack - version 1 [2013-07-22]
The Ptah has too many faces on it's insignia or something like that. There was talk of bumping the faces limit in the code... I'm not sure where things landed on that issue. Though, I was under the impression that The_Daggar was going to re-texture it, so I never touched it to fix anything yet.
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 

Offline Shivan Hunter

  • 210
  • FRED needs lambdas!
Re: Incremental Upgrade Pack - version 1 [2013-07-22]
Isn't the Hades by Vasudan Admiral?

 

Offline The Dagger

  • 29
  • I like zod ships
Re: Incremental Upgrade Pack - version 1 [2013-07-22]
The Ptah has too many faces on it's insignia or something like that. There was talk of bumping the faces limit in the code... I'm not sure where things landed on that issue. Though, I was under the impression that The_Daggar was going to re-texture it, so I never touched it to fix anything yet.
I've modelled some more detail into the Ptah (I think I doubled the polycount), UVed it and all, but I haven't made a new texture. If anyone wants to give it a try I can send the model over 'cause I have already plenty to do right now.

 

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
Re: Incremental Upgrade Pack - version 1 [2013-07-22]
Isn't the Hades by Vasudan Admiral?

It is indeed.  Not sure how I got credit for that one. :)

 

Offline Arpit

  • 27
Re: Incremental Upgrade Pack - version 1 [2013-07-22]
trying to open the GVD Typhon in the tech room results in zhis:

Code: [Select]
==========================================================================
WARNING: "Couldn't open texture 'purple_glow' referenced by model 'capital03.pof'" at modelread.cpp:1837
IBX: Found a good IBX to read for 'capital03.pof'.
IBX-DEBUG => POF checksum: 0x7267def1, IBX checksum: 0x23a1f7ed -- "capital03.pof"
Frame  0 too long!!: frametime = 0.580 (0.580)
Int3(): From graphics/grbatch.cpp at line 660


FSW probably forgot that purple_glow is not in mediavps but in fsport-mediavps.

Also I installed the Ptah on my own and I never got the assertion. Why?  :confused:

 

Offline FSW

  • 27
Re: Incremental Upgrade Pack - version 1b [2013-07-28]
Well, it seems that I forgot to bring a few table files and a glow file along when ripping the Typhon out of the FSPort VP. This resulted in the Typhon being able to shoot through itself, which is a significant technological advantage.

The current version fixes the glow and adds in some tables. The Typhon's turrets can no longer target enemies through the Typhon's own hull; however, once a missile is launched or a beam has started firing, it can then pass through the Typhon's hull to hit the target if the target has moved out of view. Unfortunately, I have no idea how to fix this. Am I still missing a table?

 

Offline Kodachi

  • 24
Re: Incremental Upgrade Pack - version 1b [2013-07-28]
Great pack you've put together. Saves allot of work!
« Last Edit: August 17, 2013, 04:39:06 am by Kodachi »

 

Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
Re: Incremental Upgrade Pack - version 1b [2013-07-28]
Well, it seems that I forgot to bring a few table files and a glow file along when ripping the Typhon out of the FSPort VP. This resulted in the Typhon being able to shoot through itself, which is a significant technological advantage.

To my knowledge, it always could to some extent on certain weapons.
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline FSW

  • 27
Re: Incremental Upgrade Pack - version 1b [2013-07-28]
Update: version 2 (2013-11-18)
This pack now includes The Dagger's new Serapis, along with the updated Seth and Sekhmet.

 

Offline Hellstryker

  • waffles
  • 210
    • Skype
Re: Incremental Upgrade Pack - version 2 [2013-11-18]
I really hate to egostroke, but I did do at least 60% of the modeling work on the Ma'at, would it be too much trouble to throw my name on there?

 

Offline mjn.mixael

  • Cutscene Master
  • 212
  • Chopped liver
    • Steam
    • Twitter
Re: Incremental Upgrade Pack - version 2 [2013-11-18]
I really hate to egostroke, but I did do at least 60% of the modeling work on the Ma'at, would it be too much trouble to throw my name on there?

It absolutely should be. I do have that on my list for the proper MediaVPs release.
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

  

Offline FSW

  • 27
Re: Incremental Upgrade Pack - version 2 [2013-11-18]
My apologies for the omission, Hellstryker! The release post does not make your contribution clear. It is a beautiful model!

Let me know if there are any other errors in the credits!