MPR++ v0.2.6c open for alpha testing

MPR++; support/discussion/questions

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Flocke
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MPR++ v0.2.6c open for alpha testing

Post by Flocke »

ImageImageImage

mpr++ is progressing nicely, and by now performing much better than the old 0.2.5a version that went public christmas 2011 as an early sneak preview
ofc there's still alot to do, but to my opinion and from what I was told by testers, it's pretty playable by now and also works fine in mp
for mp however, make sure you have a fresh botf install with no old mpr++ leftover and install exact same version

mpr++ is not compatible with non-mpr++, resolution 800/1024 however doesn't matter
ship packs so far include Vanilla (unmodded BotF), ECM, UDM, BOP, and Fluids mod

when you got a link to the download, please keep it privately
people shall know this is still an early alpha and up for further testing and improvement


this topic is both for feedback and talk on latest mpr++ and to enlist for alpha testing when interested
you may also just take a look, but I'm happy for feedback or at least would want to know whether it works or what troubles occured and eventually some system information like the os, cpu and graphic card in use

for ingame controls, check _my_botf_install_\mpr++\mpr++_readme.txt
for settings check _my_botf_install_\GameSettings_INI-Manual.txt and _my_botf_install_\mpr++\mpr++_INI-Manual.txt


we found that on extended large maps, autosave sometimes can cause ntdll crashes in middle of turn, but it easily can be deactivated in the GameSettings.ini (just remove the line AUTOSAVE_SCHEDULE=300 that's triggering a save every five minutes, you find the ini in the botf install path)
it is now turned off by default

cheers and post some nice screens if you have or do some videos
anjel is working on a new one too ;)
Last edited by Flocke on Fri May 31, 2013 5:46 am, edited 2 times in total.
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Re: MPR++ v0.2.6c open for alpha testing

Post by thunderchero »

Come on Guys, this is a great opportunity to get in on the ground floor of the best thing to happen to Birth of the Federation since it was released.

Join in and be one of the alpha testers.

The Demo versions are single click installer w/uninstaller so it is very easy to install to Vanilla, BOP, ECM, Fluid mod, UDM

Here is just a reminder of some of the "eye candy" that is part of this project.

Video's by anjel (hope he will create some new videos soon)


video 1 (youtube)


video 2 (youtube)


video 3 (youtube)

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Re: MPR++ v0.2.6c open for alpha testing

Post by Martok »

Looks great Flocke! Fantastic work as usual. :)


Of course, I have a couple questions:

1.) I've probably asked this before, but will/should it be compatible with my existing mods (especially BOP & UDM3)?

2.) Where can we download it at?
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Re: MPR++ v0.2.6c open for alpha testing

Post by Flocke »

Hey Martok, if you read first post, both questions are answered.
1) for multiplayer, mpr++ is not compatible with non-mpr++, resolution 800/1024 however doesn't matter
ship packs so far include Vanilla (unmodded BotF), ECM, UDM, BOP, and Fluids mod
2) this topic is both for feedback and talk on latest mpr++ and to enlist for alpha testing when interested
maybe I should mark them colored :roll:
edit: better now?

I'll send you a pm with the links, but as stated before:
when you got a link to the download, please keep it privately
people shall know this is still an early alpha and up for further testing and improvement

there are more versions to come, and for now I think it's better not to cause too much of a fuss ;)

cheers
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Re: MPR++ v0.2.6c open for alpha testing

Post by Martok »

Ah, sorry Flocke. I was so excited I guess I just kinda skipped over the parts relevant to my questions. :roll: :oops: Thanks man!
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Re: MPR++ v0.2.6c open for alpha testing

Post by adi »

Are you ^#$%king #$@%ting me?! Are those first pictures for real?!
Weekend is near so please Flocke, send me the download link.
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Re: MPR++ v0.2.6c open for alpha testing

Post by Flocke »

these pictures are as real as computer graphics go :D
taken ingame, no editing
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Re: MPR++ v0.2.6c open for alpha testing

Post by adi »

looks awesome; tried it on standard UDM3.0.1dc
I also copied my stbof.res and trek.exe to the UDM3.0.1dc and then installed mpr++ on top; still looks awesome but some of the new models i had added to my ship list do not show up; others are replaced.
Is your install of MPR++ overwrites the models?
The ship in the ship list are all there, stats are mine but all new models are either missing or replaced by original ones.
I'll try open that with UE and check it out; will let you know.

Edit: the ship list in UE shows my models; the MPR++ install overwrote one i found so far; but my new models (Vesta, Imense starbase) do not show up in the ingame ship list. Is that because they were not added to MPR++?
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Re: MPR++ v0.2.6c open for alpha testing

Post by Flocke »

adi, mpr++ doesn't use the old botf hobs, instead it renders replacement ships that need to be added seperately
when you add ships by UE, that doesn't change any on the ships rendered by mpr++, but mpr++ looks them up by hob name so if the hob name changed, you need to adapt the HobMappings.xml in mpr++\data\mappings folder

that is due to how mpr++ works, and for now there's special care needed for conversion and alignment

the hobs that come with mpr++ actually are cut down to one polygon and used as placeholders for the botf combat engine, but not to render
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Re: MPR++ v0.2.6c open for alpha testing

Post by adi »

So if my ship is a "new" model that does not yet have a replacement rendered by MPR++ there is no way yet to have the ship in the game, right?
Should i open a request list :)?
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Re: MPR++ v0.2.6c open for alpha testing

Post by adi »

I think i understand; but at some point i saw a nova ship in my game; but it is not in the UDM hob mapping list; it must be part of one of the others mods;
In short do you have a list with all the models already rendered in mpr++?
And can i add some from other mods to the udml hobmapping files?
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Re: MPR++ v0.2.6c open for alpha testing

Post by thunderchero »

adi wrote:do you have a list with all the models already rendered in mpr++?
And can i add some from other mods to the udml hobmapping files?
No, basically the models in vanilla and UDM (2 models are new in BOP) are only models in MPR++. so there is no other models to add.
adi wrote:Should i open a request list ?
No, I have too many project going at this time to do requests.

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Re: MPR++ v0.2.6c open for alpha testing

Post by adi »

I was able to add the GalaxyX from Bop to UDM; but you are right the models from the mods you listed with mpr++ are mainly vanila and UDM; i think those i miss are the ones from Galaxy mod
That's ok though, i'll just use the ones available now.
At least i found out that once new models will be available in MPR++ they can be used in the game by editing the hob mapping file.
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Re: MPR++ v0.2.6c open for alpha testing

Post by thunderchero »

adi wrote:At least i found out that once new models will be available in MPR++ they can be used in the game by editing the hob mapping file.
This is not the only thing that is required, it maybe in game but in combat you might not be able to select that ship, if it does not crash due to no hob file or wrong phaser info.

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Re: MPR++ v0.2.6c open for alpha testing

Post by adi »

I remaped my ship list to "targets" that are in the hobMapping file; i mean in that file i linked the UE model name to existing target names in the hobmapping file. I did not add new "target" ships.
So i am only using models rendered in MPR++; i think this is ok; my entire ship list now shows in the ingame ship lists.

Let's see how it plays.

Fingers crossed.
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