Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: chief1983 on August 31, 2013, 11:26:57 pm

Title: Release: 3.7.0 Final
Post by: chief1983 on August 31, 2013, 11:26:57 pm
What's this?  3.7.0 Final you say?  After how many years?  That's right, this is the first stable release of the new pilot code!  Over 30 fix commits went in since RC2.  This is based on revision 9755.  Happy Labor Day Weekend!
Previous 3.6.18 Release Thread (http://www.hard-light.net/forums/index.php?topic=83889.0)

Important!!
As always, you need OpenAL installed.  Linux and OS X come with it but Windows users will need to get Creative's OpenAL installer (http://scp.indiegames.us/builds/oalinst.zip).

Important!!
Also, since the internal code linking for TrackIR was revised, an external DLL is now required for FSO to use TrackIR functions.
The following DLL is simply unpacked in to you main FreeSpace2 root dir.
TrackIR is only supported on Windows.
TrackIR SCP DLL (http://www.mediafire.com/download.php?ihzkihqj2ky) (Mirror (http://swc.fs2downloads.com/builds/scptrackir.zip)) (Mirror (http://scp.fsmods.net/builds/scptrackir.zip)) (Mirror (http://scp.indiegames.us/builds/scptrackir.zip))

Launchers, if you don't have one already:
All platforms:  wxLauncher (http://www.hard-light.net/forums/index.php?topic=67950.0) (ongoing project for a unified launcher)
Windows:  Launcher 5.5g (http://swc.fs2downloads.com/files/Launcher55g.zip) (Mirror (http://scp.fsmods.net/builds/Launcher55g.zip)) (Mirror (http://scp.indiegames.us/builds/Launcher55g.zip)) (Mirror (http://www.mediafire.com/?wdvzn7hhhzh418m)) Not compatible with Windows 8, use wxLauncher above
OS X:  Soulstorm's OS X Launcher 3.0 (http://www.hard-light.net/forums/index.php/topic,51391.0.html)
Linux:  YAL (http://www.hard-light.net/forums/index.php/topic,53206.0.html) or by hand (http://www.hard-light.net/wiki/index.php/Fs2_open_on_Linux/Graphics_Settings) or whatever you can figure out.

Known issues:


(http://scp.indiegames.us/img/windows-icon.png) WINDOWS Builds
Compiled on MSVC 2008 SP1

If you don't know which one to get, get the third one (no SSE).  If you don't know what SSE means, read this: http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions
You can use freely available tools like CPU-Z (http://www.cpuid.com/softwares/cpu-z.html) to check which SSE capabilities your CPU has.

fs2_open_3_7_0.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_7_0.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_7_0.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_7_0.zip))
This one is based on the SSE2 Optimizations from the MSVC Compiler.
MD5: 1bd3a1a3962419cae35bfab584f92d1f

fs2_open_3_7_0_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_7_0_SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_7_0_SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_7_0_SSE.zip))
This one is based on the SSE Optimizations from the MSVC Compiler.
MD5: 66ded59be0187cb057a5b77a341f625f

fs2_open_3_7_0_NO-SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_7_0_NO-SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_7_0_NO-SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_7_0_NO-SSE.zip))
MD5: 8d6e7d84bd0aa433799973afccd90ff5

fs2_open_3_7_0_WIN9X.zip (http://scp.indiegames.us/builds/WIN/fs2_open_3_7_0_WIN9X.zip)
For Windows 98, Windows ME, and Windows 2000.
MD5: C4CD9F2F741BE3D8FAD3EB36AA42E338

What are those SSE and SSE2 builds I keep seeing everywhere?
Your answer is in this topic. (http://www.hard-light.net/forums/index.php?topic=65628.0)


(http://scp.indiegames.us/img/mac-icon.png) OS X Builds
Compiled on Xcode 3.2.6

FS2_Open-3.7.0.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.7.0.dmg) (Mirror (http://scp.fsmods.net/builds/OSX/FS2_Open-3.7.0.dmg)) (Mirror (http://scp.indiegames.us/builds/OSX/FS2_Open-3.7.0.dmg))
MD5: 6c5d9e869b785b9615b06020891ab857


(http://scp.indiegames.us/img/linux-icon.png) LINUX Builds
Compiled on Ubuntu 12.04 LTS 32bit, GCC 4.6.3

fs2_open_3.7.0.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3.7.0.tar.bz2) (Mirror (http://scp.fsmods.net/builds/LINUX/fs2_open_3.7.0.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/LINUX/fs2_open_3.7.0.tar.bz2))
MD5: 4191abf91a4ce7cbbf1e53026713b581


(http://scp.indiegames.us/img/freebsd-icon.png) FREEBSD 64-bit Builds (experimental, limited support)
Compiled on GhostBSD LXDE 3.0 64bit, GCC 4.2.1

fs2_open_3.7.0.tar.bz2 (http://swc.fs2downloads.com/builds/FREEBSD/fs2_open_3.7.0.tar.bz2) (Mirror (http://scp.fsmods.net/builds/FREEBSD/fs2_open_3.7.0.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/FREEBSD/fs2_open_3.7.0.tar.bz2))
MD5: 91e21c6312a10b646323fa32a24daebb

Source Code Export
fs2_open_3_7_0_src.tgz (http://swc.fs2downloads.com/builds/fs2_open_3_7_0_src.tgz) (Mirror (http://scp.fsmods.net/builds/fs2_open_3_7_0_src.tgz)) (Mirror (http://scp.indiegames.us/builds/fs2_open_3_7_0_src.tgz))
MD5: 973bea35c734801b2059ee6240f64a25


Changelog since 3.7.0 RC2 (the entire thing fits in a forum post!  Wow!):
Code: [Select]
------------------------------------------------------------------------
r9692 | The_E | 2013-06-03 13:52:02 -0500 (Mon, 03 Jun 2013) | 2 lines

Fix for Mantis 2882: "None" team color setting causes errors. Also fixes a few other oversights.
------------------------------------------------------------------------
r9693 | The_E | 2013-06-03 13:53:58 -0500 (Mon, 03 Jun 2013) | 1 line

oops, broke something
------------------------------------------------------------------------
r9694 | chief1983 | 2013-06-10 14:35:06 -0500 (Mon, 10 Jun 2013) | 1 line

Remove an empty folder.
------------------------------------------------------------------------
r9695 | Echelon9 | 2013-06-14 20:15:20 -0500 (Fri, 14 Jun 2013) | 1 line

Fix Mantis 2852: AddressSanitizer: global-buffer-overflow in shockwave_move() shockwave.cpp:359
------------------------------------------------------------------------
r9696 | Goober5000 | 2013-06-14 21:21:30 -0500 (Fri, 14 Jun 2013) | 1 line

Mantis #2852: good catch, but I'd rather not modify the damage variable... and also, there's the danger of divide-by-zero which wasn't checked
------------------------------------------------------------------------
r9697 | Goober5000 | 2013-06-21 23:00:08 -0500 (Fri, 21 Jun 2013) | 1 line

Mantis #2852: commit the newest version of the patch, based on discussion
------------------------------------------------------------------------
r9698 | Goober5000 | 2013-06-23 04:45:20 -0500 (Sun, 23 Jun 2013) | 1 line

fix Mantis #2893 (invalid characters in sexp tokens weren't replaced)
------------------------------------------------------------------------
r9699 | Echelon9 | 2013-06-30 07:21:44 -0500 (Sun, 30 Jun 2013) | 1 line

Fix Mantis 2896: AddressSanitizer: global-buffer-overflow in hud_lock_reset() hudlock.cpp
------------------------------------------------------------------------
r9706 | Echelon9 | 2013-07-07 07:24:14 -0500 (Sun, 07 Jul 2013) | 1 line

Documentation cleanup of object.cpp pursuant to Mantis 2897 bug-hunting.
------------------------------------------------------------------------
r9708 | Goober5000 | 2013-07-07 18:50:50 -0500 (Sun, 07 Jul 2013) | 1 line

a modified version of Echelon9's fix for Mantis #2897 (heap corruption due to object indexes being too large for the object dock bitstring)
------------------------------------------------------------------------
r9709 | Goober5000 | 2013-07-07 18:59:23 -0500 (Sun, 07 Jul 2013) | 1 line

remove an unused function, per Echelon9's detective work (Mantis #2900)
------------------------------------------------------------------------
r9710 | Goober5000 | 2013-07-07 22:25:39 -0500 (Sun, 07 Jul 2013) | 1 line

MSVC6 compatibility
------------------------------------------------------------------------
r9714 | Goober5000 | 2013-07-08 02:11:24 -0500 (Mon, 08 Jul 2013) | 1 line

add a missing #include
------------------------------------------------------------------------
r9715 | Goober5000 | 2013-07-08 02:14:23 -0500 (Mon, 08 Jul 2013) | 1 line

this is required for strict const-correctness
------------------------------------------------------------------------
r9718 | The_E | 2013-07-08 12:40:06 -0500 (Mon, 08 Jul 2013) | 2 lines

Fix for Mantis 2861: Make sure we switch off shader-based effect rendering if the GPU can't handle it
------------------------------------------------------------------------
r9719 | The_E | 2013-07-08 12:40:57 -0500 (Mon, 08 Jul 2013) | 2 lines

Removes a console command that basically amounted to being a more elaborate way of causing an Int3()
------------------------------------------------------------------------
r9720 | m_m | 2013-07-09 01:21:28 -0500 (Tue, 09 Jul 2013) | 1 line

Fix for Mantis 2884: Team colors not displayed on player ship.
------------------------------------------------------------------------
r9730 | niffiwan | 2013-07-19 23:12:42 -0500 (Fri, 19 Jul 2013) | 1 line

Partial fix for 2901: pilot conversion needs to read the ubyte mainhall from <= 3.6.18
------------------------------------------------------------------------
r9731 | Echelon9 | 2013-07-20 23:43:31 -0500 (Sat, 20 Jul 2013) | 1 line

Fix issue where switch statement would fall through for TS_MOVE_PLAYER, which would then not get pushed to other hosts
------------------------------------------------------------------------
r9732 | niffiwan | 2013-07-22 03:23:34 -0500 (Mon, 22 Jul 2013) | 1 line

add more data to pilot (csg) conversion error messages
------------------------------------------------------------------------
r9733 | niffiwan | 2013-07-22 03:48:13 -0500 (Mon, 22 Jul 2013) | 1 line

add some red alert doco
------------------------------------------------------------------------
r9735 | Echelon9 | 2013-07-28 00:50:07 -0500 (Sun, 28 Jul 2013) | 1 line

Resolve a series of Xcode (LLVM compiler) warnings
------------------------------------------------------------------------
r9737 | zookeeper | 2013-07-29 07:48:29 -0500 (Mon, 29 Jul 2013) | 1 line

Fixed bug in RotationalVelocityDesired documentation.
------------------------------------------------------------------------
r9739 | niffiwan | 2013-08-02 04:20:38 -0500 (Fri, 02 Aug 2013) | 1 line

Fix MSVC warning (int to char conversion): thanks to zookeeper for noticing this
------------------------------------------------------------------------
r9740 | niffiwan | 2013-08-06 06:15:07 -0500 (Tue, 06 Aug 2013) | 1 line

Fix for mantis 2904: redalert wingmen without RA data are treated as destroyed
------------------------------------------------------------------------
r9741 | Echelon9 | 2013-08-09 08:57:24 -0500 (Fri, 09 Aug 2013) | 1 line

Fix Mantis 2847: Assert: (team != -1) -- due to aicode issues tracking destroyed weapons
------------------------------------------------------------------------
r9742 | The_E | 2013-08-09 16:09:46 -0500 (Fri, 09 Aug 2013) | 2 lines

Fix for Mantis 2898: Reverting r8627 to reinstate -img2dds
------------------------------------------------------------------------
r9744 | niffiwan | 2013-08-09 23:17:39 -0500 (Fri, 09 Aug 2013) | 1 line

2808 accidentally clobbered 2810: change 3.6.18 last played pilot name before loading the pilot for the 1st time
------------------------------------------------------------------------
r9745 | niffiwan | 2013-08-11 04:33:31 -0500 (Sun, 11 Aug 2013) | 1 line

Fix 2 for mantis 2901: 7 weapon slots (not 12) for pilot conversions
------------------------------------------------------------------------
r9746 | niffiwan | 2013-08-11 04:33:37 -0500 (Sun, 11 Aug 2013) | 1 line

Fix 3 for 2901: remove long/short read warning by making mainhall(csg flags), cutscenes(csg flags) & is_multi(plr flags) consistent between pilot conversion and normal save/loads
------------------------------------------------------------------------
r9747 | niffiwan | 2013-08-13 05:32:24 -0500 (Tue, 13 Aug 2013) | 3 lines

Fix mantis 2908: finally get "richer" pilot conversion exceptions data working correctly
THANK YOU Tony D @stackoverflow!
http://stackoverflow.com/questions/6248404/c-exceptions-is-throwing-c-string-as-an-exception-bad
------------------------------------------------------------------------
r9748 | z64555 | 2013-08-14 15:43:39 -0500 (Wed, 14 Aug 2013) | 1 line

fix for mantis 2874: Pilot conversion not preserving axis mappings. Also adds a warning that is activated whenever the pilot loading process has to skip bytes of "extra/unknown data" in a section.
------------------------------------------------------------------------
r9749 | The_E | 2013-08-24 15:55:07 -0500 (Sat, 24 Aug 2013) | 2 lines

As requested by Aesaar, raise the per-model debris limit to 48 (previously 32).
Also increases the per-frame debris limit to 96 (previously 64)
------------------------------------------------------------------------
r9750 | karajorma | 2013-08-29 03:46:51 -0500 (Thu, 29 Aug 2013) | 1 line

Fix Mantis 2912 (Hud-set-max-targeting-range doesn't work on multiplayer clients).
------------------------------------------------------------------------
r9751 | chief1983 | 2013-08-29 09:57:44 -0500 (Thu, 29 Aug 2013) | 1 line

Revert 9749 until after 3.7.0.
------------------------------------------------------------------------
r9752 | The_E | 2013-08-29 11:53:23 -0500 (Thu, 29 Aug 2013) | 1 line

From m|m: Fix for Mantis 2914 (AmmoLeft and AmmoMax return strange things in scripting)
------------------------------------------------------------------------
r9753 | karajorma | 2013-08-29 23:28:09 -0500 (Thu, 29 Aug 2013) | 1 line

Fix Mantis 2903 (Spinners in the Object Editor point in the wrong direction).
------------------------------------------------------------------------

It took me 6,701 posts to get to the release of 3.7.0 final.
Title: Re: Release: 3.7.0 Final
Post by: Lorric on September 01, 2013, 12:10:10 am
Ooooh! Congratulations!!!

Title: Re: Release: 3.7.0 Final
Post by: Veers on September 01, 2013, 01:51:48 am
WOOHOO! Well done everybody, Congratulations on this release!

Break open the ale, these men & women are thirsty!
Title: Re: Release: 3.7.0 Final
Post by: ktistai228 on September 01, 2013, 04:09:58 am
Congratulations!
Title: Re: Release: 3.7.0 Final
Post by: karajorma on September 01, 2013, 04:27:16 am
I think you're just trolling Axem with these release dates now. :p
Title: Re: Release: 3.7.0 Final
Post by: jg18 on September 01, 2013, 05:29:08 am
Yay!

/me does two happy dances -- one wasn't enough for this.
Title: Re: Release: 3.7.0 Final
Post by: Echelon9 on September 01, 2013, 07:40:57 am
Congratulations everyone - from testers, bug reporters, modders and right through to  coders
Title: Re: Release: 3.7.0 Final
Post by: X3N0-Life-Form on September 01, 2013, 07:45:04 am
Holy ****! Now there's a great way to start a month. Congratulations guys, Echelon9 put it better than I could. :)

Things are probably gonna get crazy soon, now that the feature freeze is over.
Title: Re: Release: 3.7.0 Final
Post by: Rodo on September 01, 2013, 08:55:22 am
Oh my. Congrats on the milestone achieved  :yes:  :yes:
Title: Re: Release: 3.7.0 Final
Post by: CommanderDJ on September 01, 2013, 09:29:19 am
 :D :D :D :D :D :D :D

Congrats to everyone. My contribution was minor, but I'm proud all the same!
Title: Re: Release: 3.7.0 Final
Post by: The Dagger on September 01, 2013, 10:08:10 am
Congratulations! The effort you have put in since 3.6.16 is astounding!  :yes: :yes:
Title: Re: Release: 3.7.0 Final
Post by: Axem on September 01, 2013, 10:10:57 am
I think you're just trolling Axem with these release dates now. :p

Every time I start writing the newsletter, I have to go prod chief to see if I'm going to be punk'd again by a release!
Title: Re: Release: 3.7.0 Final
Post by: headdie on September 01, 2013, 10:27:56 am
speaking of which, why isn't this highlighted yet?


edit
1 - where are my manners, congratulations to the team for hitting this major milestone

2 - posted to the reddit page
Title: Re: Release: 3.7.0 Final
Post by: Raiden on September 01, 2013, 03:22:43 pm
Thanks to everyone who keeps working on this game in their free time, so that spongers like me can enjoy the fruits of your labour (day weekend)  :yes:
Title: Re: Release: 3.7.0 Final
Post by: mralexs on September 01, 2013, 07:52:02 pm
I launched it and all my saves are gone! What happened to them? :(
Title: Re: Release: 3.7.0 Final
Post by: niffiwan on September 01, 2013, 08:25:27 pm
I presume you mean your pilots all vanished?  The pilot conversions will only work for the currently active mod, i.e. if your pilot is active in FSPort and the conversion runs with mediavps_3612 active then the FSPort campaign progress will be lost.

Anyway, to get more info about exactly what's happening, Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: Release: 3.7.0 Final
Post by: Goober5000 on September 01, 2013, 11:20:14 pm
Also, a huge thanks is in order for Taylor, who laid the foundation and did a substantial amount of work putting together the new pilot code.  The remaining work has been mainly integration, testing, and bugfixing.
Title: Re: Release: 3.7.0 Final
Post by: mralexs on September 01, 2013, 11:33:21 pm
No, my pilots are there but all my campaigns were reset, but when I use the older build (3.6.18) I still have my progress
Title: Re: Release: 3.7.0 Final
Post by: niffiwan on September 02, 2013, 02:23:38 am
No, my pilots are there but all my campaigns were reset

Yep, sorry, that's what I meant.  If you can post that log I can give you more info about why the campaign progress is gone when you switch to 3.7.0.

Actually, can you please rename or delete all the pilot files (*.plr) in freespace2/data/players and then post the log created on the 1st run of 3.7.0 after that?

Also, a huge thanks is in order for Taylor, who laid the foundation and did a substantial amount of work putting together the new pilot code.  The remaining work has been mainly integration, testing, and bugfixing.

 :nod: :yes:
Title: Re: Release: 3.7.0 Final
Post by: Trivial Psychic on September 02, 2013, 11:40:08 am
speaking of which, why isn't this highlighted yet?
I second this motion.
Title: Re: Release: 3.7.0 Final
Post by: Terquotyl on September 02, 2013, 06:19:32 pm
Congratulations, but more to the point, thank you to everyone who worked on this!
Title: Re: Release: 3.7.0 Final
Post by: karajorma on September 02, 2013, 07:58:18 pm
speaking of which, why isn't this highlighted yet?
I second this motion.

I'd do it, but I need an icon.
Title: Re: Release: 3.7.0 Final
Post by: chief1983 on September 02, 2013, 08:13:51 pm
We have a generic scp icon for previous announcements.
Title: Re: Release: 3.7.0 Final
Post by: karajorma on September 02, 2013, 09:33:00 pm
The 3.6.18 one used an icon specific to that build. I didn't go back further than that but I can have a look.

EDIT : Nope, they all appear to have been edited to add the build number and I don't know where the original image came from.
Title: Re: Release: 3.7.0 Final
Post by: Shivan Hunter on September 02, 2013, 10:35:24 pm
Here, I spliced these pixels together using the ones from other highlights (no build number):

(http://i.imgur.com/aRHlHtG.png)
Title: Re: Release: 3.7.0 Final
Post by: Bryan See on September 03, 2013, 04:08:26 am
I've downloaded it. I've been hungering for it. I have one campaign/mod in development in order to take advantage of the new pilot code, FreeSpace: Reunited (http://www.hard-light.net/wiki/index.php/FreeSpace:_Reunited) (originally developed by NFSRacer and Soren). How to maximise the use of the code during mod development (For instance I want Alpha 1 to be a well-defined and fleshed-out character just like Blue Planet and Transcend before it)?
Title: Re: Release: 3.7.0 Final
Post by: The E on September 03, 2013, 04:39:42 am
How to maximise the use of the code during mod development (For instance I want Alpha 1 to be a well-defined and fleshed-out character just like Blue Planet and Transcend before it)?

Uhhh

That is not a matter of the engine you're using. All the sexps in the world will not make a character compelling. The campaigns you mentioned make their characters interesting through their writing, not through the tech used.

Creating good characters and creating good missions are very different challenges.

The question you've asked is fundamentally impossible to answer, as it is far too broad.
Title: Re: Release: 3.7.0 Final
Post by: headdie on September 03, 2013, 03:58:48 pm
indeed the only improvement on retail that i see that could directly help character development is the fiction viewer which iirc is vintage of 3.6.10 for stable builds.

Like The E says the rest comes from the story you have to tell, not the tools you use to tell it
Title: Re: Release: 3.7.0 Final
Post by: mralexs on September 03, 2013, 05:02:35 pm
No, my pilots are there but all my campaigns were reset

Yep, sorry, that's what I meant.  If you can post that log I can give you more info about why the campaign progress is gone when you switch to 3.7.0.

Actually, can you please rename or delete all the pilot files (*.plr) in freespace2/data/players and then post the log created on the 1st run of 3.7.0 after that?



Where do I find the log?
Title: Re: Release: 3.7.0 Final
Post by: FreeSpaceFreak on September 04, 2013, 01:13:20 pm
Where do I find the log?
It's a file called fs2_open.log, located in /data in your main FS2 installation directory.
Title: Re: Release: 3.7.0 Final
Post by: Yarn on September 04, 2013, 04:26:46 pm
Where do I find the log?
Instructions on producing the log are here (http://www.hard-light.net/forums/index.php?topic=56279.msg1180359#msg1180359).
Title: Re: Release: 3.7.0 Final
Post by: niffiwan on September 04, 2013, 04:41:35 pm
well, that's odd, I could have sworn I replied to that latest question from mralexs.  Oh well! :)
Title: Re: Release: 3.7.0 Final
Post by: Scourge of Ages on September 04, 2013, 09:55:54 pm
Congratulations, and thank you, team!
Title: Re: Release: 3.7.0 Final
Post by: mralexs on September 05, 2013, 07:12:47 am
here is the stuff
https://dl.dropboxusercontent.com/u/39275059/Players.zip
Title: Re: Release: 3.7.0 Final
Post by: FreeSpaceFreak on September 05, 2013, 12:49:46 pm
here is the stuff
https://dl.dropboxusercontent.com/u/39275059/Players.zip
That fs2_open.log is dated April 2013 and runs 3.6.18, I suspect it's not the one related to the issue you're having now. It should also be in /data, not in /data/players.
Title: Re: Release: 3.7.0 Final
Post by: mralexs on September 05, 2013, 05:02:07 pm
Here is my new log
https://dl.dropboxusercontent.com/u/39275059/fs2_open.log
Title: Re: Release: 3.7.0 Final
Post by: Flygit on September 06, 2013, 09:30:34 am
New pilot code means I can use all mods with one profile?
Title: Re: Release: 3.7.0 Final
Post by: Buckshee Rounds on September 07, 2013, 06:27:01 am
You guys all deserve to be melted down and made into a statue of yourselves, congrats on the milestone and thanks for all the hard work!
Title: Re: Release: 3.7.0 Final
Post by: mralexs on September 07, 2013, 01:47:55 pm
has anyone looked at my new log and figured out what the heck happened to my pilots?
Title: Re: Release: 3.7.0 Final
Post by: -Joshua- on September 08, 2013, 05:41:55 am
You guys all deserve to be melted down

As much as one would probably apreaciate the sentiment, I still want to see a FSO 3.8
Title: Re: Release: 3.7.0 Final
Post by: Kiloku on September 08, 2013, 06:56:39 am
You guys all deserve to be melted down

As much as one would probably apreaciate the sentiment, I still want to see a FSO 3.8

"10 years later..."
Title: Re: Release: 3.7.0 Final
Post by: headdie on September 08, 2013, 07:01:38 am
You guys all deserve to be melted down

As much as one would probably apreaciate the sentiment, I still want to see a FSO 3.8

"10 years later..."

Multi core support here we come ;)
Title: Re: Release: 3.7.0 Final
Post by: Black Wolf on September 08, 2013, 07:51:53 am
Can I confirm - does the new pilot code fix the red-alert bug?
Title: Re: Release: 3.7.0 Final
Post by: Kiloku on September 08, 2013, 01:42:34 pm
What would the red-alert bug be?
Title: Re: Release: 3.7.0 Final
Post by: headdie on September 08, 2013, 02:22:18 pm
I cant remember the details but basically on some occasions some bits of information is not stored correctly between missions due to how the game and the pilot file did interacted.

While it is not as common as it was the issue when it did occur had the habit of breaking campaign run throughs and occasionally corrupting pilot files in the process.  One of the goals of the new pilot code is/was to finally kill this bug.
Title: Re: Release: 3.7.0 Final
Post by: mjn.mixael on September 08, 2013, 02:25:10 pm
As I understand it, many of the old red alert bug reports are somewhat invalid now as it's hard to tell if the bug is due to the old code or the new. Best idea is to test test test red alerts and report as much as possible.
Title: Re: Release: 3.7.0 Final
Post by: niffiwan on September 08, 2013, 05:27:38 pm
has anyone looked at my new log and figured out what the heck happened to my pilots?

I was away over the weekend :)   I've had a quick look now, it hasn't helped me much.  Could you instead please post the entire contents of your data/players directory?  I can then run the conversion process on my PC & see if I can figure out what's going wrong.
Title: Re: Release: 3.7.0 Final
Post by: Lorric on September 08, 2013, 05:49:55 pm
So are you supposed to be able to keep your pilot files or not with the 3.7.0 switch? My pilot files behave the same you see, they appear to be wiped when you play them with 3.7.0, but switching back to 3.6.18 means they are fine again.

I know next to nothing about what the pilot code does. I haven't been paying attention, as as you know yourself niffiwan from recently helping me with my problems, I've only recently moved up from all the way back at 3.6.12.
Title: Re: Release: 3.7.0 Final
Post by: niffiwan on September 08, 2013, 07:00:46 pm
The pilot files have a once-off conversion process which should transfer campaign progress.  It doesn't alter the 3.6.18 files which is why they look fine when you go back to 3.6.18.  However, the conversion only works for a single campaign, only for the active mod, and if there are any issues with the 3.6.18 pilot, or if there's a bug in the conversion process then progress will be lost.

So, for your "blank" 3.7.0 pilots, try deleting the .plr & .csg files in data/players.  Then, activate the mod that you want to keep the campaign progress for and run 3.7.0.  If the pilots are still missing campaign progress after doing that, post them here.
Title: Re: Release: 3.7.0 Final
Post by: Mongoose on September 08, 2013, 07:43:33 pm
Y'know it occurs to me that FSO has been on the 3.6 release line since I first registered on this site, to say nothing of when I finally got around to first installing it.  This is kind of what it feels like when your car's odometer rolls over. :D
Title: Re: Release: 3.7.0 Final
Post by: SypheDMar on September 08, 2013, 08:41:07 pm
With 3.7 being the pilot code, we should find a defining feature for 3.8 to 4.0. ;)
Title: Re: Release: 3.7.0 Final
Post by: FreeSpaceFreak on September 09, 2013, 10:10:28 am
With 3.7 being the pilot code, we should find a defining feature for 3.8 to 4.0. ;)
The 3.x is because it follows on FS1's and FS2's versions of the engine, so I doubt we'll ever get to 4.0 - unless somehow Ferrium returns from the grave...
Title: Re: Release: 3.7.0 Final
Post by: -Joshua- on September 12, 2013, 07:28:13 am
Quote
If you don't know which one to get, get the third one (no SSE).

Considering that SSE2 is compatible with Pentium 4 and Athlon 64 processors and newer, this seems rather... weird, as basically every processor since 2003 has this, and I am quite certain that just about everyone who is checking this out has something which is newer then that. Mabye change the line to "If you have a post 2003 processor, get SSE2, otherwise, check the wikipedia link") or something similar.
Title: Re: Release: 3.7.0 Final
Post by: The E on September 12, 2013, 07:32:54 am
Quote
If you don't know which one to get, get the third one (no SSE).

Considering that SSE2 is compatible with Pentium 4 and Athlon 64 processors and newer, this seems rather... weird, as basically every processor since 2003 has this, and I am quite certain that just about everyone who is checking this out has something which is newer then that. Mabye change the line to "If you have a post 2003 processor, get SSE2, otherwise, check the wikipedia link") or something similar.

Two points: One, pointing people to the most compatible build isn't wrong. Two, the PC GAMING MASTER RACE has over the years proven that large numbers of it are completely illiterate regarding the tech they use.
Title: Re: Release: 3.7.0 Final
Post by: Luis Dias on September 12, 2013, 07:45:20 am
Here's my suggestion:

3.8.0 --> Deferred Lighting + Shadowmaps
3.9.0 --> WxFred
3.10.0 -> GeoMod
3.11.0 -> Fur
3.12.0 -> General True Hard AI to make compelling characters in campaigns
3.13.0 -> General True Hard AI self-compiling genius who will auto-generate new builds and new tools for it to create new builds and new tools.
3.14.1592 -> Beyond event horizon of the Singularity.
Title: Re: Release: 3.7.0 Final
Post by: The E on September 12, 2013, 07:50:17 am
Here's my probably more accurate list of upcoming features:

-Deferred Rendering
-SDL 2 everywhere
-TTF font support
-APNG support
-wxFRED
Title: Re: Release: 3.7.0 Final
Post by: Alan Bolte on September 12, 2013, 07:52:47 am
I can't believe we'll have to wait until 3.11 for a Star Fox mod.  :p
Title: Re: Release: 3.7.0 Final
Post by: Luis Dias on September 12, 2013, 07:59:55 am
n00b ignorant stupid question.... how is SDL 2.0 such a big deal?
Title: Re: Release: 3.7.0 Final
Post by: The E on September 12, 2013, 08:09:42 am
Linux and MacOS both use SDL to manage the gruntwork of setting up OpenGL contexts and getting player input. By moving to use SDL everywhere, we can cut out most of the OS-specific code paths we're using in favour of a unified code base that works the same everywhere.

SDL2 has changed quite a few things regarding player input; I know taylor was planning to rebuild the input handlers when SDL2 was finalized, and it's probably a good idea to do so (If only to get away from the weirdness regarding how keypresses are handled, for example).
Title: Re: Release: 3.7.0 Final
Post by: SypheDMar on September 16, 2013, 11:26:06 pm
With 3.7 being the pilot code, we should find a defining feature for 3.8 to 4.0. ;)
The 3.x is because it follows on FS1's and FS2's versions of the engine, so I doubt we'll ever get to 4.0 - unless somehow Ferrium returns from the grave...
I think we've been to the point where we're even more different than FS1 and FS2 that any 4.0 designation would be arbitrary if we don't establish a roadmap. :p
Title: Re: Release: 3.7.0 Final
Post by: Echelon9 on September 17, 2013, 06:13:36 am
SDL2 has changed quite a few things regarding player input; I know taylor was planning to rebuild the input handlers when SDL2 was finalized, and it's probably a good idea to do so (If only to get away from the weirdness regarding how keypresses are handled, for example).

From my work on switching to SDL2.0 already (http://www.hard-light.net/forums/index.php?topic=78694.msg1711177#new), the changes to keypresses are by far the greatest difference.
Title: Re: Release: 3.7.0 Final
Post by: The E on September 17, 2013, 06:18:10 am
Looking forward to that patch then. Once it's finalized, we can see about porting it to Windows.
Title: Re: Release: 3.7.0 Final
Post by: Echelon9 on September 17, 2013, 06:27:40 am
I'm writing it using heavy use of the following macro definition, so it should be seamless to drop into trunk.
From there, it would just be a case of the Windows devs progressively removing Windows specific code in favour of the already present SDL2.0 option.

Code: [Select]
#if SDL_VERSION_ATLEAST(2, 0, 0)
   // Some new SDL2.0 code
#else
   // The existing code
#endif
Title: Re: Release: 3.7.0 Final
Post by: Goober5000 on September 17, 2013, 06:59:26 pm
I'd rather not remove the Windows code.  SDL 2.0 doesn't run on Win98. :p  We can partition it off into its own corner if needed.
Title: Re: Release: 3.7.0 Final
Post by: redsniper on September 17, 2013, 08:17:01 pm
Or maybe at some point it's okay to stop supporting 15 year old operating systems!
Title: Re: Release: 3.7.0 Final
Post by: Mongoose on September 17, 2013, 10:48:22 pm
Seriously.  I mean I'm still an XP die-hard (until the security updates die off anyway), but why in the name of cheese would you still be on 98? :p
Title: Re: Release: 3.7.0 Final
Post by: Zacam on September 18, 2013, 01:21:28 am
I. I don't.


Can I have an adult here please?


Mommy?


In all seriousness, I'm not one to allow for the idea of letting Windows Ninety. F'ing. Eight. impact on bringing in SDL support. So not within the scope.

If YOU want to retain codepath parity for allowance of non-SDL input for it, then YOU find a way to do it that doesn't impact on SDL's ability for cross-platform integration of it.
Title: Re: Release: 3.7.0 Final
Post by: The E on September 18, 2013, 01:30:08 am
I'd rather not remove the Windows code.  SDL 2.0 doesn't run on Win98. :p  We can partition it off into its own corner if needed.

Do we have to have this discussion again?

I for one do not want to introduce a way to eliminate most of the OS-specific code we have in the engine, only to then have to support a codepath used by what, 2 people? 10?

Seriously, Goober, where are all these people that are still using 98, or other unsupported operating systems? What's the userbase that we keep jumping through hoops for? How big is this supposed silent portion of our userbase that cannot be bothered to update their machines in 15 years? Right now, off the top of my head, there are two people that this has an impact on. You, and that other guy that spoke up months ago to praise us for supporting old operating systems.

By the way, Goob, there's an easy solution if we move to git. You can just make a "legacy" branch and maintain all the things there. But do not expect the rest of us to care.
Title: Re: Release: 3.7.0 Final
Post by: CommanderDJ on September 18, 2013, 05:09:33 am
I'm going to have to agree with Zacam and The E. Given the nature of SDL, continuing to support an OS that is a decade and a half old (and that hardly anyone uses) after introducing SDL seems a little counterproductive.
Title: Re: Release: 3.7.0 Final
Post by: Luis Dias on September 18, 2013, 05:50:51 am
I am extremely amazed that FSO is actually still supporting W98.
Title: Re: Release: 3.7.0 Final
Post by: headdie on September 18, 2013, 06:06:20 am
We could just preserve 3.7 as an available advertised download for win 98 players, I mean as it stands it is capable of handling high detail models, more so than I think most system builds that 98 can support can handle.  It has the new pilot code, the sexp system in 3.7 is comprehensive enough that even years down the line a 3.7 user can produce complex and interesting missions,also it will probably be a couple of years before the next "stable" build anyway. in addition it will allow the project more room to optimise the engine and improve multi platform compatibility. 

personally I suggest making the new base compatibility standard as win XP as I believe there is still significant support for the os in the community
Title: Re: Release: 3.7.0 Final
Post by: Goober5000 on September 18, 2013, 11:45:20 pm
As far as I'm concerned, the previous agreement is still in effect.  Since I have the most interest in maintaining Windows 98 compatibility, it's fair that I should have the responsibility to maintain it.  I specifically try to avoid burdening the other coders with unreasonable efforts in that direction.  As evidence, I cite the fact that I haven't bothered anyone with the fact that std::hash_map doesn't compile correctly on VC++6.  I am currently working on adapting the VC++6 project to use STLport rather than the library implementation of STL, which will fix this issue, but that's not quite done yet.  That's why I haven't yet posted any Win98-compatible 3.7.0 builds.

Note the wording of my post:
Quote
I'd rather not remove the Windows code. ... We can partition it off into its own corner if needed.

I don't object to the addition of SDL 2.0.  All I want is to keep the Windows code around so that I can maintain a compatibility layer.
Title: Re: Release: 3.7.0 Final
Post by: Luis Dias on September 19, 2013, 04:46:39 am
I also read it that way tbh.
Title: Re: Release: 3.7.0 Final
Post by: -Joshua- on September 20, 2013, 04:00:29 am
I have only a basic grasp of what SDL is (something related to the renderer and input?) - what is it about 2.0 that makes it so awesome?
(Also, would it warrant bumping up the version number to 3.8? Seems a big change).
Title: Re: Release: 3.7.0 Final
Post by: z64555 on September 20, 2013, 07:26:55 am
For our purposes, SDL will be used to handle the interfacing to all input types (keyboard, mouse, joysticks, gamepads, etc.) without needing to mess around with the old DirectInput or hardcoded joystick and mouse drivers. SDL also includes some interfacing with OpenGL, but I don't think we'll be using that part of the lib very much.

"What's wrong with the current controls, anyway?" - to that I say quite a bit. For one, FSO still doesn't support 6-axis controllers nor does it support the mousewheel. By using SDL, we not only gain these controls, but also allow for future devices that have many more axes, buttons, knobs, and stuff (think simulator-grade devices).
Title: Re: Release: 3.7.0 Final
Post by: The E on September 20, 2013, 08:27:18 am
SDL is used to abstract some of the intricacies of hardware access (like Controller input and generating hardware contexts for rendering). Once we have SDL everywhere, we'll probably look at ways to use it even more to eliminate most of the OS-dependant stuff.
Title: Re: Release: 3.7.0 Final
Post by: -Joshua- on September 20, 2013, 06:01:21 pm
For our purposes, SDL will be used to handle the interfacing to all input types (keyboard, mouse, joysticks, gamepads, etc.) without needing to mess around with the old DirectInput or hardcoded joystick and mouse drivers. SDL also includes some interfacing with OpenGL, but I don't think we'll be using that part of the lib very much.

"What's wrong with the current controls, anyway?" - to that I say quite a bit. For one, FSO still doesn't support 6-axis controllers nor does it support the mousewheel. By using SDL, we not only gain these controls, but also allow for future devices that have many more axes, buttons, knobs, and stuff (think simulator-grade devices).

Will this mean I will be able to map the rotational and slider axisses from my X52 to the energy management system soon? (Please?)
Title: Re: Release: 3.7.0 Final
Post by: Goober5000 on September 20, 2013, 10:28:12 pm
"Soon" in the same sense that the pilot file code was added "soon" after 3.6.5, I would imagine.
Title: Re: Release: 3.7.0 Final
Post by: Mongoose on September 20, 2013, 10:39:00 pm
Hopefully not quite that bad. :p
Title: Re: Release: 3.7.0 Final
Post by: Zarax on September 25, 2013, 12:22:43 pm
Don't kill me if this is covered somewhere else please, are you guys planning a 3.7 installer as well?

Thanks!
Title: Re: Release: 3.7.0 Final
Post by: FreeSpaceFreak on September 25, 2013, 01:42:38 pm
Don't kill me if this is covered somewhere else please, are you guys planning a 3.7 installer as well?
Yes. (http://www.hard-light.net/forums/index.php?topic=80604.0)
Title: Re: Release: 3.7.0 Final
Post by: MachManX on September 28, 2013, 01:50:53 am
So after a long time I pop in and here it is: 3.7.0 .  DAMN!  It just amazes me the sheer dedication you guys have towards this game.  This was released in 1999 I think?  And it's Q3 2013.  Wow, just WOW!  But hey, even though I don't play it as often, I share the love for this game as much as the rest :)  And I hope you continue on supporting this game for as long as possible.  :D

Wonder if there are other games that have been supported longer than this one?

Goober5000, I admire your dedication towards Mi([email protected]+ Winblows 98, but also find it creepy.  It was a decent OS for its time, but it reminds me of a person who hasn't showered in YEARS!  If only there was a way for you to implement an OS-independent version of SDL or something.  Well, to each his own I guess.  But to be honest I'd rather you spend the time supporting current hardware, or at least make missions.
Title: Re: Release: 3.7.0 Final
Post by: Lorric on October 05, 2013, 02:21:50 pm
The pilot files have a once-off conversion process which should transfer campaign progress.  It doesn't alter the 3.6.18 files which is why they look fine when you go back to 3.6.18.  However, the conversion only works for a single campaign, only for the active mod, and if there are any issues with the 3.6.18 pilot, or if there's a bug in the conversion process then progress will be lost.

So, for your "blank" 3.7.0 pilots, try deleting the .plr & .csg files in data/players.  Then, activate the mod that you want to keep the campaign progress for and run 3.7.0.  If the pilots are still missing campaign progress after doing that, post them here.

I am ready to try this now, however, the new pilot code, what was it supposed to do? Having jumped from 3.6.12 to 3.7.0, I'm really out of it when it comes to knowing what has changed.

Is the new pilot code supposed to make it so you can play every campaign on a single pilot?

Also, is it possible to copy the old files, so if the fix doesn't work, the files haven't been lost?
Title: Re: Release: 3.7.0 Final
Post by: niffiwan on October 05, 2013, 10:18:18 pm
You should be able to play multiple campaigns using the new pilot, and switch between incomplete campaigns without causing problems. 
Multi pilots are not separate to single player pilots anymore.
The rest of the changes are less visible, mostly about removing limits to make future changes easier/possible.

The conversion process doesn't alter or delete the 3.6.18 (& earlier) pilot files (data/players/single/inferno).
Title: Re: Release: 3.7.0 Final
Post by: Lorric on October 05, 2013, 11:11:52 pm
You should be able to play multiple campaigns using the new pilot, and switch between incomplete campaigns without causing problems. 
Multi pilots are not separate to single player pilots anymore.
The rest of the changes are less visible, mostly about removing limits to make future changes easier/possible.

The conversion process doesn't alter or delete the 3.6.18 (& earlier) pilot files (data/players/single/inferno).

Thanks niffiwan! :)

I'll make sure to test this out tomorrow...

I was worried you might not be able to play campaigns on earlier builds after this, like that Sync campaign where it seems you need to go back to 3.6.12 to play it properly, but it sounds like it's okay.
Title: Re: Release: 3.7.0 Final
Post by: Lorric on October 07, 2013, 12:13:14 am
All is well. All is very well indeed! :nod:

My first pilot I tried to test had no such files to delete. So I tested it on 3.7.0 and it worked just fine. So I found a pilot that did have such files to delete. It didn't work with them, but it works without them, and it works on an earlier build as well.

I now also have a new "master pilot" file. The new pilot code is wonderful. Tested it out beating a couple of missions (Wings of Dawn and Operation Templar) two different campaigns for two different mods, and it works perfectly. It's wonderful! :)

I've only been around about 18 months, and I have too many pilots to fit on the pilot screen so some have to be stored away. What must it be like for those of you who have been here for many years and I presume have had to create a new pilot for each and every new campaign?

So I'm very happy with my new master pilot. I hope to one day have all my campaigns on that file. My sincerest gratitude to all responsible for this. :cool:

I will run through the process of deletion and testing all my pilots later. If there are any problems I'll come back, if not, then that means they're all working. Thanks a lot niffiwan! :)
Title: Re: Release: 3.7.0 Final
Post by: Mongoose on October 07, 2013, 01:00:47 am
I've only been around about 18 months, and I have too many pilots to fit on the pilot screen so some have to be stored away. What must it be like for those of you who have been here for many years and I presume have had to create a new pilot for each and every new campaign?
I don't really have to knock on wood anymore when I say this, but oddly enough I never experienced any issues with playing multiple campaigns/mods on a single pilot file; I only created a few clones for big mods like the Port or BP.  I think the main source of corruption was when the user would switch campaigns before finishing their current one, and I guess I generally didn't do that, so I somehow lucked out.  It's nice to know that the possibility to lose your file is finally gone, though.
Title: Re: Release: 3.7.0 Final
Post by: Goober5000 on October 07, 2013, 01:03:06 am
It's worth noting that there are still a few loose ends with stats in the new pilot code.  Niffiwan and I are tracking them down.
Title: Re: Release: 3.7.0 Final
Post by: Lorric on October 07, 2013, 10:28:56 am
I've only been around about 18 months, and I have too many pilots to fit on the pilot screen so some have to be stored away. What must it be like for those of you who have been here for many years and I presume have had to create a new pilot for each and every new campaign?
I don't really have to knock on wood anymore when I say this, but oddly enough I never experienced any issues with playing multiple campaigns/mods on a single pilot file; I only created a few clones for big mods like the Port or BP.  I think the main source of corruption was when the user would switch campaigns before finishing their current one, and I guess I generally didn't do that, so I somehow lucked out.  It's nice to know that the possibility to lose your file is finally gone, though.

I thought it was impossible!

I would have still done it the way I did though I'm sure. Especially since I do flit between campaigns.

It's worth noting that there are still a few loose ends with stats in the new pilot code.  Niffiwan and I are tracking them down.

Go get 'em! :D

 :hammer:
Title: Re: Release: 3.7.0 Final
Post by: millerthegorilla on October 08, 2013, 01:25:36 pm
Hey guys,  thanks for the 3.7 release, but I  (and many other linux users ) cannot run an i386 build as we are unable to install the dependencies (liblua5.1:i386 and several others).

Can you please release a 64bit build (or let me have a link to the source so I can build it myself (although I'd rather the binary :).

Thanks,
Title: Re: Release: 3.7.0 Final
Post by: chief1983 on October 08, 2013, 01:40:21 pm
Guide to FSO on Linux (http://www.hard-light.net/wiki/index.php/Linux)

Providing binaries that work in most situations has been difficult for this project, so we are providing 32bit Ubuntu built binaries mostly as an assurance that it does work on Linux, but recommend most users compile their own.  There are other projects that have provided packages versions of the binaries for some of the distributions, maybe someone will speak up with how to get those.  When checking out the source, if you want 3.7.0, be sure to check out its tag url https://svn.icculus.org/fs2open/tags/fs2_open_3_7_0/ instead of trunk.  Or you can use the source tarball provided in the release instead of touching SVN at all.
Title: Re: Release: 3.7.0 Final
Post by: niffiwan on October 08, 2013, 07:13:20 pm
You can also check my sig for some more prebuilt Linux binaries.  I don't have all the major distros built (for various reasons) but it might help.
Title: Re: Release: 3.7.0 Final
Post by: technopredator on October 12, 2013, 12:22:30 am
Thanks for this, cool of you all.

(http://www.kapleakthong.com/imghost/files/kmnymz2vgjywiyzhyzmn.jpg)
Image host (http://www.kapleakthong.com/imghost/viewer.php?file=kmnymz2vgjywiyzhyzmn.jpg)
Title: Re: Release: 3.7.0 Final
Post by: Lorric on October 12, 2013, 04:34:16 pm
Hi.

It seems unfortunately the early success I had may have been an exception to the rule. I have tested 3 more pilots, and all of them failed even after deleting .plr and .csg files.

I will attach these failed pilots here for you to look at, as I continue testing the rest of my pilots. They are for Freespace 1, Blue Planet Aquarius and Derelict.

[attachment deleted by ninja]
Title: Re: Release: 3.7.0 Final
Post by: Yarn on October 12, 2013, 05:15:49 pm
I believe the appropriate mod needs to be activated for a pilot to convert properly. For example, to properly convert an FSPort pilot, the FSPort mod needs to be activated.
Title: Re: Release: 3.7.0 Final
Post by: Lorric on October 12, 2013, 05:20:25 pm
I believe the appropriate mod needs to be activated for a pilot to convert properly. For example, to properly convert an FSPort pilot, the FSPort mod needs to be activated.
If you mean selecting the mod through the launcher, I have been doing so.

The testing continues. It's a mixed bag, 9 failures, 7 successes.
Title: Re: Release: 3.7.0 Final
Post by: Lorric on October 12, 2013, 06:08:39 pm
No more luck for me unfortunately. The testing is complete, 15 failures, 7 successes.

I'll upload the failures (including the 3 in the other upload) and the successes as well in another folder, in case they might be of some use.

[attachment deleted by ninja]
Title: Re: Release: 3.7.0 Final
Post by: niffiwan on October 12, 2013, 06:51:26 pm
well, that's a pain.  Could you please create a mantis ticket (http://scp.indiegames.us/mantis/my_view_page.php) & attach the pilots there?  There's less chance of me forgetting to look at this that way.
Title: Re: Release: 3.7.0 Final
Post by: Lorric on October 12, 2013, 07:07:25 pm
well, that's a pain.  Could you please create a mantis ticket (http://scp.indiegames.us/mantis/my_view_page.php) & attach the pilots there?  There's less chance of me forgetting to look at this that way.
Ummm... this is new. How do I do this exactly? :)

EDIT: And do you want both sets of pilots or just the ones that don't work?
Title: Re: Release: 3.7.0 Final
Post by: niffiwan on October 12, 2013, 07:13:16 pm
Just the ones that don't work thanks.  If they're from a non-well-known mod, a link to the mods download page would be super helpful.
Title: Re: Release: 3.7.0 Final
Post by: Lorric on October 12, 2013, 07:14:44 pm
Just the ones that don't work thanks.  If they're from a non-well-known mod, a link to the mods download page would be super helpful.
Sure. I've got no idea what to do with this Mantis thing though.
Title: Re: Release: 3.7.0 Final
Post by: niffiwan on October 12, 2013, 07:48:00 pm
ok - Mantis is the bug tracker used by the SCP.  Sign up for an account, then "report issue (http://scp.indiegames.us/mantis/bug_report_page.php)".  Fill in the fields, add as much detail as possible in the description & "how to reproduce", attach the pilots and you're done.
Title: Re: Release: 3.7.0 Final
Post by: Lorric on October 12, 2013, 07:52:58 pm
ok - Mantis is the bug tracker used by the SCP.  Sign up for an account, then "report issue (http://scp.indiegames.us/mantis/bug_report_page.php)".  Fill in the fields, add as much detail as possible in the description & "how to reproduce", attach the pilots and you're done.

I'll try.

But suddenly I have a much larger problem. I was trying something with the pilots, went to delete some plr/csg files, and unknowingly deleted my entire Data>Players>Single folder! Only the single one, the rest is there.

I've redownloaded the attachments, so I still have my pilots, but I need the contents of that folder back. Where can I get them do you know?



Title: Re: Release: 3.7.0 Final
Post by: niffiwan on October 12, 2013, 08:02:37 pm
The only non-pilot file that needs to be in Data>Players>Single is a folder called "inferno".
Title: Re: Release: 3.7.0 Final
Post by: Lorric on October 12, 2013, 08:09:25 pm
The only non-pilot file that needs to be in Data>Players>Single is a folder called "inferno".
Now I know there was some stuff (not much) inside the single folder with the inferno folder. So I'll be okay without those things? So I'll create a single folder and an inferno folder within and put the pilots inside the inferno folder.

Thanks. I've just received the confirmation e-mail and signed up to Mantis as well.
Title: Re: Release: 3.7.0 Final
Post by: Lorric on October 12, 2013, 08:34:06 pm
I've done the Mantis thing. I hope I did alright.
Title: Re: Release: 3.7.0 Final
Post by: FrikgFeek on October 19, 2013, 12:52:56 am
Sorry if this may sound... rude, but has there been a solution to the pilot conversion stuff? I'm using 1 pilot for all of my campaigns(on 3.6.18), and losing progress in 4-5 currently active campaigns isn't something I'd welcome. So far I haven't been able to convert campaign progress, let alone kills and medals(which I'm also kinda attached to, but that's a bit less important than campaign progress).  Also minor, I think some of my controls are different when I switch, but that's an easy fix.
Title: Re: Release: 3.7.0 Final
Post by: MatthTheGeek on October 19, 2013, 01:27:58 am
Also minor, I think some of my controls are different when I switch, but that's an easy fix.
This is intended behaviour. The new pilot format now stores different keybinds for each campaign.
Title: Re: Release: 3.7.0 Final
Post by: niffiwan on October 19, 2013, 01:48:00 am
Sorry if this may sound... rude, but has there been a solution to the pilot conversion stuff? I'm using 1 pilot for all of my campaigns(on 3.6.18), and losing progress in 4-5 currently active campaigns isn't something I'd welcome.

Well, there have been fixes for some conversion problems, but not all, e.g. I haven't had a look at Lorrics pilots to attempt to resolve their issues yet.  However, the way the current conversion works it can't convert multiple campaigns associated with single 3.6.18 pilot, it's one pilot one campaign unfortunately.  One pilot multiple campaigns would require some extra code to implement, it may not be too hard but I don't know when I'll get time to look at it.
Title: Re: Release: 3.7.0 Final
Post by: FrikgFeek on October 19, 2013, 01:53:32 am
Well, that's OK. AFAIK there aren't any campaigns that require 3.7, so I can wait till either it gets fixed or I complete all the campaigns currently in progress.
I guess it's my own fault for being too lazy to create multiple pilots for different campaigns.
Title: Re: Release: 3.7.0 Final
Post by: Samus on October 19, 2013, 11:19:05 am
thanks this version works great!
Title: Re: Release: 3.7.0 Final
Post by: FSHero on December 30, 2013, 11:50:57 am
Congratulations on the release of 3.7.0 final!
I remember playing FS2 back from when 3.6.12 was still being played; three years have passed so quickly, but this has been worth the wait. A whole generation of mods (e.g. Blue Planet) will gain benefit from your efforts.

Unfortunately I have not played FS2 for a while due to work commitments, but hopefully I can join in some multiplayer in the near future and break this new release out in style!
Title: Re: Release: 3.7.0 Final
Post by: General Battuta on January 01, 2014, 01:04:44 pm
Hey Goober, I just saw this change in Axem's newsletter:

Quote
For wing names with hash symbols, put the ship number before the hash (plus refactor part of wing names code) - Goober5000 (useful if you want wing members to have correct names in identically named but different wings)

Let's say I have a ship in wing Ken#. Under the new change, will that fighter now display as Ken 1 rather than Ken? This is a pretty big issue for BP.
Title: Re: Release: 3.7.0 Final
Post by: AdmiralRalwood on January 01, 2014, 04:02:30 pm
Hey Goober, I just saw this change in Axem's newsletter:

Quote
For wing names with hash symbols, put the ship number before the hash (plus refactor part of wing names code) - Goober5000 (useful if you want wing members to have correct names in identically named but different wings)

Let's say I have a ship in wing Ken#. Under the new change, will that fighter now display as Ken 1 rather than Ken? This is a pretty big issue for BP.
I recall there being discussion, at the time, of needing to make sure that e.g. The Blade Itself didn't give you Katana 1, and it has to do with whether or not there's any text after the hash mark. Let me see if I can dig up the relevant thread...

EDIT: Here it is. http://www.hard-light.net/forums/index.php?topic=86223.msg1722806#msg1722806
Title: Re: Release: 3.7.0 Final
Post by: General Battuta on January 01, 2014, 04:09:26 pm
Ok, that makes a lot of sense. Unfortunately I'm not sure it's enough to solve the problem; I suspect this might have broken some other stuff in BP, and maybe closed off an important chunk of mission design space.
Title: Re: Release: 3.7.0 Final
Post by: AdmiralRalwood on January 01, 2014, 04:16:33 pm
Ok, that makes a lot of sense. Unfortunately I'm not sure it's enough to solve the problem; I suspect this might have broken some other stuff in BP, and maybe closed off an important chunk of mission design space.
Are there any instances in BP of wing names with text after the hash mark?
Title: Re: Release: 3.7.0 Final
Post by: General Battuta on January 01, 2014, 04:24:26 pm
That's what I'm worried about - I'm mostly concerned about multiple instances of the same ship (like, say, Ken#, Ken#2, Ken#3) in a mission. This could also be a problem for Transcend, maybe other mods.

If I'm understanding the solution right, Ken#2 will now appear as Ken 1, right? And so will Ken#3?
Title: Re: Release: 3.7.0 Final
Post by: AdmiralRalwood on January 01, 2014, 04:43:11 pm
That's what I'm worried about - I'm mostly concerned about multiple instances of the same ship (like, say, Ken#, Ken#2, Ken#3) in a mission. This could also be a problem for Transcend, maybe other mods.

If I'm understanding the solution right, Ken#2 will now appear as Ken 1, right? And so will Ken#3?
That's my understanding of the solution, yes. Can you think of another way to do it while also allowing it to work with wings that should have numbers appear, which was what the patch was originally meant to solve?
Title: Re: Release: 3.7.0 Final
Post by: General Battuta on January 01, 2014, 04:44:27 pm
Yeah, I've been thinking about that - very tricky. I'm not sure. It might be safe to implement another special character, assuming it's one that hasn't ever been used in ship names before...

Honestly, I think this is almost a total non-issue, since individual fighters don't have to belong to wings. It might have broken one mission in BP, so I'll have to follow up on that.
Title: Re: Release: 3.7.0 Final
Post by: Christopherger on April 30, 2014, 06:48:31 pm
Hello all glad to see development has continued and I hope the Schoolmaster is still around. :)

i am re installing...just grab the downloads in the OP and go? any special instrucitons?

I am still using XP SP3 FX 9600 Vid card..any surprises or no gos?

thanks again for the amazing effort here.
Title: Re: Release: 3.7.0 Final
Post by: General Battuta on April 30, 2014, 07:13:41 pm
fsoinstaller.com