Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: chief1983 on June 22, 2010, 01:45:37 pm

Title: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: chief1983 on June 22, 2010, 01:45:37 pm
Here it is! RC3 for the upcoming 3.6.12. Included below is the commit history since RC2 (http://www.hard-light.net/forums/index.php?topic=68944.0).

Important!!
As Post Processing is a new feature, as are the Unified Shaders, don't forget to grab FSU_and-PostProc_Shaders.7z (http://zacam.ueuo.com/fsu/FSU_and-PostProc_Shaders.7z)
A .vp version of these will be available once it is determined that no changes are necessary (which will then become available for Final Release).
All .sdr files go to *\data\effects and the .tbl goes in to *\data\tables.
* can be either the mediavps\ or main FreeSpace2\ dir.
Enabling post-processing without the shaders present should not crash any more.  Be sure to test.

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://connect.creativelabs.com/openal/Downloads/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)

Launchers, if you don't have one already:
Windows:  Launcher 5.5f (http://swc.fs2downloads.com/files/Launcher55f.zip) (new launcher version! Support for all nightly builds as well as 3.6.12) or wxLauncher (http://www.hard-light.net/forums/index.php?topic=67950.0) (ongoing project for a unified launcher on all platforms)
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 here (http://www.hard-light.net/forums/index.php/topic,44204.0.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:

WINDOWS Builds

Inferno Builds (HIGHLY RECOMMENDED)
fs2_open_3_6_12_RC3_INF.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC3_INF.zip)
MD5: bb93a313f2c39fec06444f70dfa0ec64

fs2_open_3_6_12_RC3_INF_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC3_INF_SSE.zip)
MD5: 870d64ec04ef675c9b608ffee69dce16

fs2_open_3_6_12_RC3_INF_SSE2.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC3_INF_SSE2.zip)
MD5: 3aa7f2482e5f527d339220b280961362

Standard Builds (USE ONLY AS DIRECTED)
These are provided only so that any problems encountered can be checked
to make sure that it is not being caused by the INF_BUILD settings.

fs2_open_3_6_12_RC3.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC3.zip)
MD5: 59ef89b722606e667c86319165801350

fs2_open_3_6_12_RC3_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC3_SSE.zip)
MD5: 5a31ba8a6f15962ef93c8e846ee306c2

fs2_open_3_6_12_RC3_SSE2.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC3_SSE2.zip)
MD5: 17fb092eb689ab3a380ff1ef2df476ae

PDB Debugging files (only get if you know you need these) (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC3_PDBs.7z)
MD5: 81B6CBBD23624F91ECC2F51B89CA684D

OS X Builds

Inferno Build (HIGHLY RECOMMENDED)
FS2_Open_Inferno-3.6.12_RC3.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open_Inferno-3.6.12_RC3.dmg)
MD5: 5d0cbd356e2bc82feb7c044594e7ebe8

Standard Build (USE ONLY AS DIRECTED)
This is only provided only so that any problems encountered can be checked
to make sure that it is not being caused by the INF_BUILD settings.

FS2_Open-3.6.12_RC3.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.12_RC3.dmg)
MD5: a4eb723979dd4e12be0173e216812b45


LINUX Builds

Inferno Build (HIGHLY RECOMMENDED)
fs2_open_3_6_12_RC3_INF.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3_6_12_RC3_INF.tar.bz2)
MD5: 9bca4bb66f7c03b2edca940f8097d469

Standard Build (USE ONLY AS DIRECTED)
This is only provided only so that any problems encountered can be checked
to make sure that it is not being caused by the INF_BUILD settings.

fs2_open_3_6_12_RC3.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3_6_12_RC3.tar.bz2)
MD5: b5195a82c00eedfb5059b61c4c63f6ac


Changelog since the last RC:
( Additionally, see here: 3.6.12 Changelog (since 3.6.10) (http://www.hard-light.net/forums/index.php?topic=64685.0) )
Code: [Select]
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r6253 | chief1983 | 2010-06-21 22:46:59 -0500 (Mon, 21 Jun 2010) | 2 lines

Backport of r6250:
Fix for null vec3d error mentioned in Mantis 1888 by Woolie Wool
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r6252 | chief1983 | 2010-06-21 22:46:21 -0500 (Mon, 21 Jun 2010) | 2 lines

Backport of r6248:
allow lua to track if ship is 'dying' during the frame (bugfix for flashy deaths script)
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r6251 | chief1983 | 2010-06-21 22:45:47 -0500 (Mon, 21 Jun 2010) | 2 lines

Backport of r6246:
fix for the ai profile issue (mantis 2228)
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r6245 | chief1983 | 2010-06-21 12:13:20 -0500 (Mon, 21 Jun 2010) | 1 line

Backport of r6244: Fix the Assertion to not break Macs and Linux.
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r6243 | chief1983 | 2010-06-21 10:05:34 -0500 (Mon, 21 Jun 2010) | 1 line

Backport of r6242: IssMneur's fix for #1888 (finally):  Much better autopilot behavior.
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r6235 | chief1983 | 2010-06-20 14:45:57 -0500 (Sun, 20 Jun 2010) | 2 lines

Backport of r6232:
Fix lua ray collision checks against debris pieces
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r6234 | chief1983 | 2010-06-20 14:45:31 -0500 (Sun, 20 Jun 2010) | 2 lines

Backport of r6231:
add a null vec check - hit by fubar
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r6233 | chief1983 | 2010-06-20 14:44:50 -0500 (Sun, 20 Jun 2010) | 3 lines

Backport of r6198:
better handling of 'dying' weapons for lua scripting.cpp
added lua controls for accessing beams
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r6230 | chief1983 | 2010-06-19 12:00:45 -0500 (Sat, 19 Jun 2010) | 2 lines

Backport of r6223:
Stopgap fix for Mantis 2224 (Black text is unreadable in the multiplayer chat). Turned black into pink (as that colour wasn't used before).
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r6229 | chief1983 | 2010-06-19 12:00:13 -0500 (Sat, 19 Jun 2010) | 2 lines

Backport of r6222:
Remove the -tbp command line.
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r6228 | chief1983 | 2010-06-19 11:59:18 -0500 (Sat, 19 Jun 2010) | 3 lines

Backport of r6221:
Commit of PNG Data fix as suggested and supplied by Armchair Commander and marvn.
(Read: http://www.hard-light.net/forums/index.php?topic=68405.0)
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r6227 | chief1983 | 2010-06-19 11:58:45 -0500 (Sat, 19 Jun 2010) | 2 lines

Backport of r6214:
Fix for Mantis 2212 (Interface animations start at frame 1, not 0)
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r6226 | chief1983 | 2010-06-19 11:55:20 -0500 (Sat, 19 Jun 2010) | 2 lines

Backport of r6213:
Fix for Mantis 2210 (Ship models in ship selection do not always show up properly)
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r6225 | chief1983 | 2010-06-19 11:47:51 -0500 (Sat, 19 Jun 2010) | 2 lines

Backport of r6196:
fix for target priorities and sif2 flags issue
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r6224 | chief1983 | 2010-06-19 11:47:21 -0500 (Sat, 19 Jun 2010) | 2 lines

Backport of r6186:
mantis 1988 - error checking for the targeting priorities
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r6210 | Goober5000 | 2010-06-14 02:25:49 -0500 (Mon, 14 Jun 2010) | 2 lines

backport of my commit 6180:
FUBAR's feature for LOD naming: http://www.hard-light.net/forums/index.php?topic=68901.0
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r6209 | Goober5000 | 2010-06-14 02:19:13 -0500 (Mon, 14 Jun 2010) | 4 lines

backport of The E's commit 6207:
Don't increase the total number of loaded menu music files if a tbm with +nocreate is loaded.

This also neatly fixes the somewhat screwed up music selection list in FRED (remember all those empty lines?), albeit not completely.
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r6206 | Goober5000 | 2010-06-12 16:24:30 -0500 (Sat, 12 Jun 2010) | 1 line

merge Sushi's revision 6099, plus some sync'ing with trunk
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r6194 | chief1983 | 2010-06-07 23:36:38 -0500 (Mon, 07 Jun 2010) | 1 line

No one will be maintaining this for 3.6.12
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r6193 | chief1983 | 2010-06-07 11:30:51 -0500 (Mon, 07 Jun 2010) | 1 line

Backport of 6123: Fixed a parsing bug in AI.tbl that scaled Glide Attack Percent, Glide Strafe Percent, Circle Strafe Percent, and Random Sidethrust percent between 0 and 1 instead of 0 and 100 (as is the case for AI profiles.tbl)
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r6192 | chief1983 | 2010-06-07 11:28:02 -0500 (Mon, 07 Jun 2010) | 1 line

Backport of 6122: Fix a bug where additive weapon velocity would sometimes cause primary shots to pass through a target
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r6191 | chief1983 | 2010-06-07 11:26:39 -0500 (Mon, 07 Jun 2010) | 1 line

Backport of 6098: Small fix for circle strafe
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r6190 | chief1983 | 2010-06-07 11:21:34 -0500 (Mon, 07 Jun 2010) | 1 line

Backport of 6083: Reverted commit 5656, due to side effect of changing AI behavior (see mantis 1982)
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r6184 | Goober5000 | 2010-06-07 02:01:19 -0500 (Mon, 07 Jun 2010) | 1 line

ignore a generated file
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r6183 | Goober5000 | 2010-06-07 02:00:36 -0500 (Mon, 07 Jun 2010) | 2 lines

backport of The E's commit 6153:
Fix for Mantis 2214 (toparc2 and toparc3 hud anis [The Enemy Missile threat and Enemy Missile lock indicators] may have a length > 2 now, instead of being fixed at 3 frames)
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r6182 | Goober5000 | 2010-06-07 01:36:19 -0500 (Mon, 07 Jun 2010) | 1 line

sync fictionviewer again
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r6179 | Goober5000 | 2010-06-06 21:16:28 -0500 (Sun, 06 Jun 2010) | 1 line

sync fiction viewer with trunk
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r6177 | taylor | 2010-06-06 13:49:53 -0500 (Sun, 06 Jun 2010) | 2 lines

backport The_E's commit 6176:
A missing ) is bad for parsing.
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r6173 | taylor | 2010-06-06 09:50:17 -0500 (Sun, 06 Jun 2010) | 1 line

make sure to stop deathroll effect too (Mantis #2215)
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r6172 | taylor | 2010-06-06 09:50:16 -0500 (Sun, 06 Jun 2010) | 1 line

add some missing safety checks for Snds[] (Mantis #2216)
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r6166 | Goober5000 | 2010-06-04 01:12:02 -0500 (Fri, 04 Jun 2010) | 2 lines

backport of Sushi's commit 6092:
Some fixes/updates for the Circle Strafe behavior. The AI should use it a bit more effectively now.
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r6165 | Goober5000 | 2010-06-04 01:06:20 -0500 (Fri, 04 Jun 2010) | 2 lines

backport of Sushi's commit 6118:
Added $Random Sidethrust Percent to AI Profiles and AI.tbl. Allows ships with sidethrust capability to sometimes randomly use it in dogfighting situations to make life more miserable for the player.
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r6164 | Goober5000 | 2010-06-03 01:28:51 -0500 (Thu, 03 Jun 2010) | 1 line

minor fix to the -wcs flag removal
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r6162 | Goober5000 | 2010-06-03 01:26:37 -0500 (Thu, 03 Jun 2010) | 2 lines

backport of karajorma's commit 6154:
Kill the -wcs flag. Should have done this years ago.
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r6161 | Goober5000 | 2010-06-03 01:22:03 -0500 (Thu, 03 Jun 2010) | 2 lines

backport of Wanderer's commit 6134:
add read access for lua to weapon and ship info index. enable to check 'weapon_armed' status
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r6160 | Goober5000 | 2010-06-03 00:58:26 -0500 (Thu, 03 Jun 2010) | 2 lines

backport of Wanderer's commit 6150:
Certain fixes for Bobs animation code issues. Please report if this renders any current anims invalid.
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r6159 | Goober5000 | 2010-06-03 00:55:23 -0500 (Thu, 03 Jun 2010) | 2 lines

backport of karajorma's commit 6133:
Swap the engage enemies messages over.
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r6158 | Goober5000 | 2010-06-03 00:54:00 -0500 (Thu, 03 Jun 2010) | 1 line

add latest MSVC 2010 files
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r6157 | Goober5000 | 2010-06-03 00:50:27 -0500 (Thu, 03 Jun 2010) | 2 lines

backport of Sushi's commit 6057:
Added $Turret Max Aim Update Delay (same as $Max Aim Update Delay, but affecting turrets instead).
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r6156 | Goober5000 | 2010-06-03 00:47:53 -0500 (Thu, 03 Jun 2010) | 2 lines

backport of Sushi's commit 6074:
Fix for 6057 (game sometimes crashes if $Turret Max Aim Update Delay not set)
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r6155 | Goober5000 | 2010-06-03 00:46:13 -0500 (Thu, 03 Jun 2010) | 2 lines

backport of Sushi's revision 6075:
Fix for Dynamic Glide Cap so that the cap ramps max speed in the same way as normal flight when turning afterburners on/off or changing the overclock (what it should have done in the first place). Also removed some old, unused glide code.
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r6143 | taylor | 2010-05-29 10:52:38 -0500 (Sat, 29 May 2010) | 1 line

more sane memory reserve
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r6142 | taylor | 2010-05-29 10:52:34 -0500 (Sat, 29 May 2010) | 1 line

fix endless loop
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r6141 | taylor | 2010-05-29 09:55:31 -0500 (Sat, 29 May 2010) | 1 line

fix view skew math issue (Mantis #2213)
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r6137 | taylor | 2010-05-29 05:55:12 -0500 (Sat, 29 May 2010) | 1 line

bah!  remove debug code that slipped in with safety fixes
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r6136 | taylor | 2010-05-29 05:55:11 -0500 (Sat, 29 May 2010) | 1 line

support for newer versions of automake (Mantis #2145)
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r6120 | Goober5000 | 2010-05-18 23:29:09 -0500 (Tue, 18 May 2010) | 1 line

remove message from queue the correct way, thus fixing the training message crash
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r6115 | Goober5000 | 2010-05-15 19:35:34 -0500 (Sat, 15 May 2010) | 2 lines

backport of my commit 6102:
better handling of missing models
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r6114 | Goober5000 | 2010-05-15 19:34:58 -0500 (Sat, 15 May 2010) | 3 lines

backport of my commits 6100-6101:
fix subsystem alignment on ship class change (Mantis #1181)
fix a bug with Bobboau's external missiles feature
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r6113 | Goober5000 | 2010-05-15 19:24:22 -0500 (Sat, 15 May 2010) | 2 lines

backport of Sushi's commit 6097:
Fix for Mantis 2099
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r6112 | Goober5000 | 2010-05-15 19:22:58 -0500 (Sat, 15 May 2010) | 2 lines

backport of karajorma's commit 6090 and chief1983's commit 6091:
Fix compilation under OSX and Linux with WarningEx
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r6111 | Goober5000 | 2010-05-15 19:21:50 -0500 (Sat, 15 May 2010) | 2 lines

backport of The_E's commit 6089:
Genghis' fix for Mantis 2162 (Thruster cones have collision detection)
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r6110 | Goober5000 | 2010-05-15 19:21:10 -0500 (Sat, 15 May 2010) | 2 lines

backport of karajorma's commit 6087:
Genghis' fix for Mantis 2159 (Certain parsing errors are never reported)
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r6109 | Goober5000 | 2010-05-15 19:20:33 -0500 (Sat, 15 May 2010) | 2 lines

backport of karajorma's commit 6086:
Genghis' fix for Mantis 2157 (Invalid subsystems not properly detected on mission parse).
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r6108 | Goober5000 | 2010-05-15 19:20:05 -0500 (Sat, 15 May 2010) | 2 lines

backport of karajorma's commit 6085:
GencGenghis' fix for Mantis 2155 (No error checking for certain ship problems in the lab that FRED does pick up).
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r6107 | Goober5000 | 2010-05-15 19:19:41 -0500 (Sat, 15 May 2010) | 2 lines

backport of karajorma's commit 6084:
Genghis' fix for Mantis 2151 (No error checking for incorrect engine wash entries).
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r6106 | Goober5000 | 2010-05-15 19:14:56 -0500 (Sat, 15 May 2010) | 2 lines

backport of The_E's commit 6073:
Fix for Mantis 2189 (camera FOV may get corrupted by malformed commandline argument)
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r6105 | Goober5000 | 2010-05-15 19:13:05 -0500 (Sat, 15 May 2010) | 2 lines

backport of my commit 6071:
make sure Fred knows its base directory before loading the command line... this will allow it to load cmdline_fso.cfg which will allow Fred to recognize mods (Mantis #2185)
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r6104 | Goober5000 | 2010-05-15 19:12:03 -0500 (Sat, 15 May 2010) | 3 lines

backport of The_E's commits 6095-6096:
Patch for Mantis 2202 (Children of swarm weapons do not inherit parent target)
Swarm weapons should respect "$Free flight time" as well
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r6103 | Goober5000 | 2010-05-15 19:10:12 -0500 (Sat, 15 May 2010) | 2 lines

backport Sushi's commitbackport of Sushi's commit 6077:
Fix for bug causing AI to not fire secondaries, as well as a fix for other minor AI bugs
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r6082 | Goober5000 | 2010-04-30 01:35:33 -0500 (Fri, 30 Apr 2010) | 2 lines

prevent HUD formatting from destroying subsystem names - Mantis #2195
also made hud_targetbox_truncate_subsys_name return void to lessen the chance of people making the mistake in the future
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r6080 | Goober5000 | 2010-04-29 23:06:05 -0500 (Thu, 29 Apr 2010) | 1 line

fix Mantis #2194
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r6069 | chief1983 | 2010-04-19 18:38:16 -0500 (Mon, 19 Apr 2010) | 2 lines

Backport of r6068:
No 2-arg asserts on Linux.
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r6066 | Goober5000 | 2010-04-18 22:54:44 -0500 (Sun, 18 Apr 2010) | 2 lines

backport of karajorma's commit 6053:
Iss Mneur's mission-set-subspace and hud-display-gauge SEXPs
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r6065 | Goober5000 | 2010-04-18 22:51:12 -0500 (Sun, 18 Apr 2010) | 1 line

merge Iss_Mneur's fix for Mantis #2173 (better error message in cmdline.cpp)
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r6063 | Goober5000 | 2010-04-18 22:49:17 -0500 (Sun, 18 Apr 2010) | 1 line

merge Iss_Mneur's fix for Mantis #2178 (Assertion in missiontraining.cpp)
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r6061 | Goober5000 | 2010-04-18 22:40:21 -0500 (Sun, 18 Apr 2010) | 1 line

merge The E's fix for Mantis #2182 (NaN propagation leading to rendering wonkiness)
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r6059 | Goober5000 | 2010-04-18 22:34:16 -0500 (Sun, 18 Apr 2010) | 2 lines

backport of Sushi's commit 6049:
Fixes a bug where paths generated by exit paths aren't garbage collected. This can cause the game to crash in missions where a lot of ships launch from fighterbays.
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r6058 | Goober5000 | 2010-04-18 22:24:36 -0500 (Sun, 18 Apr 2010) | 2 lines

backport of karajorma's commit 6001:
Refactoring the Special Explosion and Special Hitpoints/Shield code and saving methods.  
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r6052 | Goober5000 | 2010-04-13 01:53:03 -0500 (Tue, 13 Apr 2010) | 1 line

fix Mantis #1953 (departure locations and anchors destroyed by ship editor dialog)
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r6047 | Goober5000 | 2010-03-31 15:31:33 -0500 (Wed, 31 Mar 2010) | 2 lines

prevent an endless loop if someone tries to assign a variable to itself
also, sync some formatting from trunk
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Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: sfried on June 22, 2010, 02:47:55 pm
Great. Post-Processing effects are working now.

On that note, "Mystery of the Trinity" is kind of borked, with the ships too close to the hull of the Aquataine.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: The E on June 22, 2010, 02:49:37 pm
That would be a mission issue, probably. Unless you can show that it's different on RC2.

Also, when making bug reports, always be EXTREMELY specific when describing the bug.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: General Battuta on June 22, 2010, 02:55:13 pm
Can we get the beam miss factors by team feature backported to 3.6.12 so War in Heaven can run on it?  :nervous:

Sorry to nag, you guys are amazing and I love you. Have had nothing but amazing experiences working with SCP coders.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: The E on June 22, 2010, 02:56:33 pm
Yes, we can.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: chief1983 on June 22, 2010, 03:47:26 pm
It's backported.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: The E on June 22, 2010, 04:35:13 pm
On that note, "Mystery of the Trinity" is kind of borked, with the ships too close to the hull of the Aquataine.

Confirmed as a mission issue.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: sfried on June 22, 2010, 04:58:17 pm
On that note, "Mystery of the Trinity" is kind of borked, with the ships too close to the hull of the Aquataine.

Confirmed as a mission issue.
I see. Is that being worked on or is there a work around? I already put the necessary files to fix the dialogue problems in /data/missions, and I'd assume they'd also help with this issue in that regard.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: The E on June 22, 2010, 04:59:43 pm
The only workaround is to open the mission in FRED and readjust the positions of the friendly fighters. This has been done in the mediavps svn, which means it'll be in the next release.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: General Battuta on June 22, 2010, 05:00:13 pm
On that note, "Mystery of the Trinity" is kind of borked, with the ships too close to the hull of the Aquataine.

Confirmed as a mission issue.
I see. Is that being worked on or is there a work around? I already put the necessary files to fix the dialogue problems in /data/missions, and I'd assume they'd also help with this issue in that regard.

They won't. The problem is that the HTL Hecate model used in the MediaVPs has slightly thicker wings than the retail Hecate.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: Spoon on June 22, 2010, 05:17:33 pm
Quote
Added $Random Sidethrust Percent to AI Profiles and AI.tbl. Allows ships with sidethrust capability to sometimes randomly use it in dogfighting situations to make life more miserable for the player.
Cool
Can it be added to the wiki so I can make use of it (So I know where to put it in ai.tbl)?

Edit:
Seems the circle strafe a.i. changes affects difficulty for Wings of Dawn a bit. A.i. seems slightly more concerned with staying mobile instead of keeping the target in their sights 24/7. Instead of slowing down so they can keep shooting at you, they slow down a bit, then speed up, create a bit of distance and attempt to strafe again.
From initial tests I think its actually easier now. Less streams of constant fire going in your direction.

Edit 2:
Yeah, the new circle strafe ai makes the ai using it a joke. Very kindly request the old behavior back.
I balanced a whole campaign around the aggresive circle strafe ai. This ruins it quite a bit.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: AugustusVarius on June 23, 2010, 06:27:02 pm
Very minor thing - when I opened up FRED (Inferno SSE2), the top of the window says "FRED2_OPEN 3.6.12 RC1".  I presume that it isn't actually 3.6.12 RC1, but I just wanted to let you guys know.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: The E on June 23, 2010, 06:29:01 pm
Yeah, that sort of fell through the cracks when RC3 was compiled. Don't worry though, FRED got recompiled as well, and thus benefited from a few of the bugfixes.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: Sushi on June 23, 2010, 09:40:02 pm
Quote
Added $Random Sidethrust Percent to AI Profiles and AI.tbl. Allows ships with sidethrust capability to sometimes randomly use it in dogfighting situations to make life more miserable for the player.
Cool
Can it be added to the wiki so I can make use of it (So I know where to put it in ai.tbl)?

I've held off on putting it in the wiki because I'm not actually done tweaking the feature yet. It wasn't intended for 3.6.12.

Edit:
Seems the circle strafe a.i. changes affects difficulty for Wings of Dawn a bit. A.i. seems slightly more concerned with staying mobile instead of keeping the target in their sights 24/7. Instead of slowing down so they can keep shooting at you, they slow down a bit, then speed up, create a bit of distance and attempt to strafe again. ...

Yeah, the new circle strafe ai makes the ai using it a joke. Very kindly request the old behavior back.
I balanced a whole campaign around the aggresive circle strafe ai. This ruins it quite a bit.

Objection noticed, cause identified, and patch committed. 6260 makes the circle strafe AI more aggressive again.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: Spoon on June 24, 2010, 07:59:12 am
Thanks Sushi for immediately jumping on the case and patiencly throwing me build after build so we could figure things out  :)
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: Galemp on June 24, 2010, 10:34:45 am
Mantis 2200 is still there, and that bugs me. :mad:
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: The E on June 24, 2010, 11:17:02 am
I, for one, am unable to replicate that issue.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: emi_100 on June 28, 2010, 05:12:01 pm
what exactly are the added graphical features?
I downloaded and tested it.
I only can see that normal and height maps are working..
is that all? or I missing something?
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: Dragon on June 28, 2010, 05:18:19 pm
Post Processing, but you need to use an experimental flag for it, additional shaders and a proper graphic card.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: emi_100 on June 28, 2010, 05:29:42 pm
Quote
Post Processing
Well, what exactly is that? Bloom fx? Motion blur? :confused:
Can you be more specific?

Quote
but you need to use an experimental flag for it
Yes, I alredy enabled it (Features tab -> Experimental -> Enable post Processing)

Quote
additional shaders
Where can i donwload them? :)

Quote
and a proper graphic card.
I have a nvidia 8800 Gt. It will work.

Thanks in advance :)
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: haloboy100 on June 28, 2010, 05:52:38 pm
seeing as inferno builds are "highly recommended", does that mean I can use those in place of standard builds for the unmodded (aside from mediaVPs) gameplay?
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: chief1983 on June 28, 2010, 07:07:59 pm
You can (and should) use Inferno builds for everything at this point.  Multi is using them primarily, most current campaigns and mods are being developed against them, and they should work fine with all previous content.  If they don't, we need to know about that kind of thing.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: haloboy100 on June 28, 2010, 07:14:39 pm
Beautiful. Great job to you guys. :yes:
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: General Battuta on June 28, 2010, 07:19:14 pm
When do we get to stop releasing two separate brands of builds and go to Inferno only? Could we please make 3.6.12 final like that?

And then we can stop calling them Inferno builds and confusing everyone, too!
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: FUBAR-BDHR on June 28, 2010, 07:30:00 pm
3.6.12 is supposed to be the last with 2 separate builds.  Inferno will then become the standard but there are some changes that need to take place for that to happen. 
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: Goober5000 on June 28, 2010, 10:02:52 pm
No.  That was the original plan, but with Taylor's new pilot code, it will be possible to make the limits dynamic.  Inferno builds will then become obsolete.
Title: 'Post Processing' crash still going on
Post by: mvmiller12 on June 29, 2010, 02:22:57 am
Just a note here as I have already updated Mantis:

I have updated FSO to 3.6.12-RC3 and also my graphics drivers to ATI Catalyst 10.6 and the Post Processing crash I was experiencing on RC2 is still happening. A developer compiled a build off of the 3.6.13 trunk that resolved the issue, so there is a fix already in the code somewhere - just not in here (yet). :)
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: QuantumDelta on June 29, 2010, 06:48:50 am
Confirmed the above a few minutes ago.
Dunno about the fix though, the .13 build I'm using from the WiH beta (..latest?) is also crashing.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: chief1983 on June 29, 2010, 08:24:53 am
Well, fixed or not, there's a reason it's in experimental, and being the 11th hour not a lot is going to go towards post proc in 3.6.12, since it currently lacks a real maintainer.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: haloboy100 on June 29, 2010, 01:47:28 pm
Quick question:
What are the "SSE" builds and what's the difference between them and the regular one?
I notice the SSE ones have FRED open in them, but the FS2 open ones have a slightly different icon.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: Angelus on June 29, 2010, 01:52:13 pm
Quick question:
What are the "SSE" builds and what's the difference between them and the regular one?
I notice the SSE ones have FRED open in them, but the FS2 open ones have a slightly different icon.

SSE builds can give a performance boost on older systems.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: The E on June 29, 2010, 01:53:51 pm
I swear, one of these days.....

Look here: http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions

Short version: Non-SSE builds will work on any CPU. SSE builds will work on anything that is a Pentium 3 or better. SSE2 will work on anything that is a Pentium 4 or better. SSE/SSE2 builds offer a slight performance increase over normal builds.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: haloboy100 on June 29, 2010, 02:01:19 pm
Thank you. I guess it's a dumb question, but I'm sure anyone trying to get FSO working for the first time would ask the same thing...
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: mvmiller12 on June 30, 2010, 12:43:09 am
I swear, one of these days.....

Look here: http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions

Short version: Non-SSE builds will work on any CPU. SSE builds will work on anything that is a Pentium 3 or better. SSE2 will work on anything that is a Pentium 4 or better. SSE/SSE2 builds offer a slight performance increase over normal builds.

It would probably help a bit if a short blurb this on the download links on page 1. For example:

3.6.12-RC3_INF.EXE               <-- General build for all Windows PC's (When in doubt, just use this one)
3.6.12-RC3_INF_SSE.EXE       <-- Enhanced for PC's with a Pentium III CPU or better
3.6.12-RC3_INF_SSE2.EXE     <-- Enhanced for PC's with a Pentium 4 CPU or better

:)
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: FUBAR-BDHR on June 30, 2010, 12:59:59 am
Except that those aren't entirely true and leave out what processors actually have the ability.  It's not just a straight P3 and P4 cut.  Also that leaves out the entire AMD line.  So the best bet is to check the previous wiki link (can't believe I just made that statement) on what your processor supports.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: Fury on June 30, 2010, 01:16:49 am
I don't think non-SSE builds should be linked to by default, but maybe in troubleshooting section if at all. These are only needed if you have Pentium 2, Pentium MMX, Pentium Pro, Pentium, first generation Athlon (the one without XP suffix), AMD K6 or K5. Older CPU's than that probably can't run retail FS2.

Pentium 3, Athlon XP/Duron and all newer CPUs supports SSE.

Meanwhile you could link directly to following article for people unsure if their CPU supports SSE2.
http://en.wikipedia.org/wiki/SSE2#CPUs_supporting_SSE2
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: chief1983 on June 30, 2010, 01:19:06 am
Or just run CPU-Z (http://www.cpuid.com/softwares/cpu-z.html) to be sure :)
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: mvmiller12 on June 30, 2010, 01:44:09 am
Except that those aren't entirely true and leave out what processors actually have the ability.  It's not just a straight P3 and P4 cut.  Also that leaves out the entire AMD line.  So the best bet is to check the previous wiki link (can't believe I just made that statement) on what your processor supports.

The problem with this thinking is that while it is true that it is not a completely straightforward cut, the people that know that already know which build they need. Also, mentioning the AMD line is largely irrelevant because the AMD market share is very small and largely enthusiast (i.e. most people that have AMD processors know exactly what they have because they have specifically purchased them - there are not really all that many OEM AMD machines out there). Also, we AMD users (I have been exclusively AMD since the AMD K6) tend to know very well which Intel chip our parts match up to as just about every system requirement spec for software only lists Intel processors. It is generally only games released within the last couple of years that mention AMD at all (good fallout from the short-but-sweet period when AMD was eating Intel's lunch performance-wise).

In short, the way I have it noted may not be * 100% completely accurate and inclusive * but it would take care of just about anyone who would ask that question to begin with. If they want more info (most non-techies don't really care for the details anyway), they can use their search engine of choice to research it.

I am in no way trying to belittle your response, but you are looking at this thing from the top down, not the bottom up. Joe User just wants to know which build is the one he is supposed to be downloading while following the instructions on the page. Only us geek/nerd types (and some * few * curious individulas) care anything at all about the underlying technology that makes each build different. :) This is one of the hardest lessons I have had to learn doing my job in Verizon FiOS tech support. . .  :)
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: Fury on June 30, 2010, 01:50:21 am
http://store.steampowered.com/hwsurvey/processormfg/

AMD has roughly 30% market share and is common in OEM computers too. More common than your comment gives credit for.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: portej05 on June 30, 2010, 02:22:49 am
Why not check for SSEx presence when the engine starts?
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: chief1983 on June 30, 2010, 09:46:49 am
If we could make a unified build, that would be awesome.  But I don't know who on the staff knows enough to set that up.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: Spicious on June 30, 2010, 10:03:43 am
Wouldn't it just require using cpuid to determine available features and later picking the right code paths?
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: chief1983 on June 30, 2010, 10:12:11 am
What code paths?  We don't code-level optimizations, we only have compiler-level.  Can you set it up to compile in all code paths and pick the right one at the compiler level?
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: Spicious on June 30, 2010, 10:27:05 am
Write some! :p

Including multiple differently compiled versions in a binary sounds unlikely. I wonder if something could be done with a few differently compiled shared libraries though.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: Goober5000 on June 30, 2010, 01:18:20 pm
What code paths?  We don't code-level optimizations, we only have compiler-level.  Can you set it up to compile in all code paths and pick the right one at the compiler level?
Not practical unless the optimizations are only applied to a very small section of the code.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: Mobius on June 30, 2010, 01:30:57 pm
Why is FRED 3.6.12 RC1 masked as 3.6.12 RC3's? Nothing's changed since the first release candidate?
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: General Battuta on June 30, 2010, 01:32:27 pm
Why is FRED 3.6.12 RC1 masked as 3.6.12 RC3's? Nothing's changed since the first release candidate?

If I parsed your grammar correctly you're asking why the 3.6.12 RC3 FRED says it's RC1?

Already answered, it's just a mistake.

Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: mvmiller12 on June 30, 2010, 10:52:33 pm
http://store.steampowered.com/hwsurvey/processormfg/

AMD has roughly 30% market share and is common in OEM computers too. More common than your comment gives credit for.

30% of STEAM users does not equal 30% market share. Also it can be argued that a disproportionately large number of STEAM users are enthusiasts as I mentioned above.

Quote from: http://www.eweek.com/c/a/IT-Infrastructure/AMD-Market-Share-Inches-Up-But-Intel-Still-Dominates-584542/
In a report issued March 31, iSuppli said AMD saw its market share in microprocessor revenue grow to 12.1 percent, a jump of 1.6 percentage points over the same period in 2008 and a .28 percentage point increase over its market share in the third quarter 2009.

Dude -  I am not trying to rag on AMD at all! The only Intel Inside machines in my house are an IBM Thinkpad A31 I rescued from a dumpster and an old Pentium II-350 for old Windows '9x games. I have 4 AMD machines, one of which is even a Toshiba laptop. OEM AMD builds * tend * to be laptops, and they * tend * to come with crappy integrated graphics (though WAY less crappy then integrated Intel graphics). It is pretty difficult to get mobile AMD CPUs with high-end mobile discrete graphics in laptops.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: Fury on July 01, 2010, 12:08:10 am
30% of steam users is far closer than real market share to FSO current target audience.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: Mongoose on July 01, 2010, 12:33:24 am
Couldn't this theoretically be solved by posting the equivalent AMD levels along with the Intel ones? :p
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: FUBAR-BDHR on July 01, 2010, 12:37:50 am
Yes and no as even the Intel line isn't clear cut due to Celeron and mobile processors. 
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: Fury on July 01, 2010, 01:00:26 am
Since nobody else has posted this yet here, it has been confirmed that post processing is not working with Radeon 5-series of video cards (or at least 5870). 4-series and earlier still work as usual. If post processing is enabled and you have 5-series Radeon, game will crash to desktop when a mission is loading. This is probably Catalyst driver bug.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: General Battuta on July 01, 2010, 01:06:22 am
Since nobody else has posted this yet here, it has been confirmed that post processing is not working with Radeon 5-series of video cards (or at least 5870). 4-series and earlier still work as usual. If post processing is enabled and you have 5-series Radeon, game will crash to desktop when a mission is loading. This is probably Catalyst driver bug.

:(  :(  :(
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: sigtau on July 01, 2010, 12:58:46 pm
Since nobody else has posted this yet here, it has been confirmed that post processing is not working with Radeon 5-series of video cards (or at least 5870). 4-series and earlier still work as usual. If post processing is enabled and you have 5-series Radeon, game will crash to desktop when a mission is loading. This is probably Catalyst driver bug.

Bull****.  Not all 5-series cards are dysfunctional...  Radeon HD 5770 here, postprocessing works fine without crashes for me.  Seems that only the 5870 is affected.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: chief1983 on July 01, 2010, 01:21:23 pm
Well, there is a slight core difference (http://en.wikipedia.org/wiki/Comparison_of_AMD_graphics_processing_units#Evergreen_.28HD_5xxx.29_series) between those, so there could be a difference in behavior. 
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: Kolgena on July 01, 2010, 02:28:09 pm
It might also be the driver version you're using. It seems that ATi has been throwing out some pretty weird tweaks that are bugging a few select things in the latest drivers. I wouldn't be surprised if something similar was preventing post-processing from working.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: chief1983 on July 01, 2010, 04:55:00 pm
Well, we could ask anyone having the pp crash try downgrading to a previous driver.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: sigtau on July 01, 2010, 09:53:11 pm
I probably don't have the most recent drivers, and knowing these kinds of bugs I'm not exactly pumped about upgrading drivers anyway.

Do the 57xx and 58xx series have the same drivers?
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: mvmiller12 on July 02, 2010, 02:11:39 am
Since nobody else has posted this yet here, it has been confirmed that post processing is not working with Radeon 5-series of video cards (or at least 5870). 4-series and earlier still work as usual. If post processing is enabled and you have 5-series Radeon, game will crash to desktop when a mission is loading. This is probably Catalyst driver bug.

Actually. . . I have a mantis report in on this very same issue, although I own a Radeon 5830. Mantis issue is 0002204 - I have tried Catalyst 10.3-10.6 and the issue occurs with 3.6.12-RC2 and 3.6.12-RC3.

Interestingly enough a developer who was working with me on this built me the (then) latest trunk build in 3.6.13, and Post Processing worked fine. The fix is in the trunk code but has not been back ported to the 3.6.12 code base. Comment above by Chief indicates to me it will likely not be, either. :(

I probably don't have the most recent drivers, and knowing these kinds of bugs I'm not exactly pumped about upgrading drivers anyway.

Do the 57xx and 58xx series have the same drivers?

Yes, all ATI Radeon 2xxx, 3xxx, 4xxx and 5xxx series cards use the same exact drivers, and ATI releases a new driver each and every month. Current driver is 10.6, meaning:
 (20)10.6(June)

It might also be the driver version you're using. It seems that ATi has been throwing out some pretty weird tweaks that are bugging a few select things in the latest drivers. I wouldn't be surprised if something similar was preventing post-processing from working.

The 10.3 release I was using when I posted the issue in Mantis was the OpenGL 4.0 Preview driver. Catalyst 10.4 and 10.5 used the bog-standard ATI OpenGL driver. I did a clean driver install between each version to avoid problems while I was testing.

Catalyst 10.6 (current) is the official release of the new ATI OpenGL 4.0 driver (for 5xxx series cards. It is 3.something for older cards).

30% of steam users is far closer than real market share to FSO current target audience.

Yes, but again I would respectfully argue that FSO users, by nature, are more "enthusiast" users in general. I mean, it's not like FSO and the mediaVPs are any sort of easy for the novice computer user to install and run here :). My thinking would still be that the few users that both browse this site AND that don't understand the whole SSE thing  are more likely to be Intel owners anyway. Saying "Newer than Pentium 4" is probably still insufficient. Perhaps "for Pentium 4, Core and i-series CPUs and equivalent"  would be better. After all - the purpose is to help avoid the same question coming up again and again in the forum, not to educate people on the finer points of the various SSE instruction sets and supporting hardware. :) Remember - bottom up, not top down. :)

Post merge for great justice. --Jeff Vader
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: Fury on July 02, 2010, 02:30:43 am
The fix is in the trunk code but has not been back ported to the 3.6.12 code base.
The thing is. as far as I know there is no such fix in trunk that is not in RC3.

mvmiller12, please use ONE post for multiple quotes. What you're doing is post-spamming.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: chief1983 on July 02, 2010, 09:31:08 am
He probably missed the fact that you can quote previous posts after you've hit the Reply button.

Anyway, I'm filling in trunk nightly builds right now, that may help narrow down where a possible fix or break for PP came from in trunk.  No guarantees on that though.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: Fury on July 03, 2010, 01:44:06 am
I would like to bring some attention to this bug: http://scp.indiegames.us/mantis/view.php?id=2247
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: SF-Junky on July 05, 2010, 06:59:14 am
I just noticed a very minor thing: The fiction viewer shortcut (shift+f) in FRED doesn't work.
Title: Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)
Post by: chief1983 on July 12, 2010, 05:45:02 pm
PDB Debugging files added to first post for interested parties.