Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: chief1983 on March 01, 2013, 12:40:54 pm

Title: Release: 3.6.18 Final
Post by: chief1983 on March 01, 2013, 12:40:54 pm
After finding an egregious game balance bug in 3.6.16, we are happy to release 3.6.18 Final based on revision 9546.  Hope it's a bit more usable this time!
Previous 3.6.16 Release Thread (http://www.hard-light.net/forums/index.php?topic=83577.0)

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://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) (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

Inferno Builds
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_6_18.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_18.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_18.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_18.zip))
This one is based on the SSE2 Optimizations from the MSVC Compiler.
MD5: 0b14d4f2fcbf299f33256ffb8d9e02ec

fs2_open_3_6_18_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_18_SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_18_SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_18_SSE.zip))
This one is based on the SSE Optimizations from the MSVC Compiler.
MD5: 4d0c8e43b0d993eff162056658c27925

fs2_open_3_6_18_NO-SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_18_NO-SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_18_NO-SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_18_NO-SSE.zip))
MD5: 3223ff295be7ef9f2c2b82b4ebe8bfe8

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

Inferno Build
FS2_Open-3.6.18.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.18.dmg) (Mirror (http://scp.fsmods.net/builds/OSX/FS2_Open-3.6.18.dmg)) (Mirror (http://scp.indiegames.us/builds/OSX/FS2_Open-3.6.18.dmg))
MD5: bb457ac2990740b91ba966bd16d4fb5e


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

Inferno Build
fs2_open_3.6.18.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3.6.18.tar.bz2) (Mirror (http://scp.fsmods.net/builds/LINUX/fs2_open_3.6.18.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/LINUX/fs2_open_3.6.18.tar.bz2))
MD5: 73ee1c8a34069c0a6acf041a605b9b27


(http://scp.indiegames.us/img/freebsd-icon.png) FREEBSD Builds (experimental, limited support)
Compiled on GhostBSD LXDE 3.0 RC2 32bit

Inferno Build
fs2_open_3.6.18.tar.bz2 (http://swc.fs2downloads.com/builds/FREEBSD/fs2_open_3.6.18.tar.bz2) (Mirror (http://scp.fsmods.net/builds/FREEBSD/fs2_open_3.6.18.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/FREEBSD/fs2_open_3.6.18.tar.bz2))
MD5: 2e4f40397b72d66952cdc479baf8a37e

Source Code Export
fs2_open_3_6_18_src.tgz (http://swc.fs2downloads.com/builds/fs2_open_3_6_18_src.tgz) (Mirror (http://scp.fsmods.net/builds/fs2_open_3_6_18_src.tgz)) (Mirror (http://scp.indiegames.us/builds/fs2_open_3_6_18_src.tgz))
MD5: de235c178b8643da5bbecf6765c987d3


Changelog since 3.6.16:
Code: [Select]
------------------------------------------------------------------------
r9516 | Goober5000 | 2013-01-30 02:08:53 -0600 (Wed, 30 Jan 2013) | 2 lines

no, silly Volition programmer, that's handled elsewhere
(fix Mantis #2783)
------------------------------------------------------------------------
r9520 | karajorma | 2013-02-01 23:19:04 -0600 (Fri, 01 Feb 2013) | 1 line

FUBAR's fix for Mantis 2778 (Game_skill_level goes out of range and causes crashes) with some changes by me.
------------------------------------------------------------------------
r9522 | The_E | 2013-02-03 11:07:06 -0600 (Sun, 03 Feb 2013) | 2 lines

Fix a bug caused by an oversight during refactoring. It should be noted that this wouldn't have happened if this code was using normal scoping in for loops (for (int i = 0.....)) instead of having the loop counter be declared in the outer scope.

------------------------------------------------------------------------
r9523 | Goober5000 | 2013-02-04 22:33:09 -0600 (Mon, 04 Feb 2013) | 1 line

don't crash when doing debug stuff
------------------------------------------------------------------------
r9524 | Goober5000 | 2013-02-08 02:27:25 -0600 (Fri, 08 Feb 2013) | 1 line

don't throw errors for missing skybox models... we just won't display the skybox
------------------------------------------------------------------------
r9525 | Echelon9 | 2013-02-08 17:14:11 -0600 (Fri, 08 Feb 2013) | 1 line

Revise Xcode4 project file to support recommended settings of the current Xcode 4.6 release
------------------------------------------------------------------------
r9526 | Echelon9 | 2013-02-08 17:28:51 -0600 (Fri, 08 Feb 2013) | 1 line

Resolve uninitialised value warnings in load_gauge_warhead_count()
------------------------------------------------------------------------
r9527 | niffiwan | 2013-02-08 20:06:23 -0600 (Fri, 08 Feb 2013) | 1 line

Fix for mantis 2785: when unpausing sounds, use the previous volume, not the detault
------------------------------------------------------------------------
r9528 | Goober5000 | 2013-02-09 19:42:33 -0600 (Sat, 09 Feb 2013) | 1 line

might as well remove this unnecessary temporary variable
------------------------------------------------------------------------
r9529 | The_E | 2013-02-10 04:14:08 -0600 (Sun, 10 Feb 2013) | 2 lines

Patch for Mantis 2788: Difficulty-based damage scaling does not work

------------------------------------------------------------------------
r9530 | The_E | 2013-02-10 16:06:28 -0600 (Sun, 10 Feb 2013) | 2 lines

Followup for 2788: Fix potential issue while looping through subobjects.

------------------------------------------------------------------------
r9533 | Echelon9 | 2013-02-16 00:18:55 -0600 (Sat, 16 Feb 2013) | 1 line

Further spelling fixes, inspired by bugmenot's Mantis 2794
------------------------------------------------------------------------
r9534 | niffiwan | 2013-02-16 03:23:23 -0600 (Sat, 16 Feb 2013) | 2 lines

Fix for mantis 2786: from Yarn - make +Main Hall: always override +Flags:
i.e. so retail-compatible campaigns can use the second main hall in retail and a different main hall in FSO
------------------------------------------------------------------------
r9535 | The_E | 2013-02-16 14:56:33 -0600 (Sat, 16 Feb 2013) | 1 line

From AMS: Fix for Mantis 2293: Destroyed/departed AI showing up as present in wingmen display.
------------------------------------------------------------------------
r9536 | The_E | 2013-02-17 08:33:14 -0600 (Sun, 17 Feb 2013) | 1 line

Removing the -nowarn commandline argument. The encouragement of bad habits is a serious bug.
------------------------------------------------------------------------
r9537 | Goober5000 | 2013-02-17 22:04:12 -0600 (Sun, 17 Feb 2013) | 1 line

follow-up to revision 9127: that commit breaks FSPort (causing part of the nameplated Orions to be translucent), so let's just check that "nameplate" is the entire texture name
------------------------------------------------------------------------
r9538 | m_m | 2013-02-19 09:22:46 -0600 (Tue, 19 Feb 2013) | 1 line

Fixed scripting issue with wrong type conversions.
------------------------------------------------------------------------
r9539 | Zacam | 2013-02-19 22:46:52 -0600 (Tue, 19 Feb 2013) | 1 line

Follow up to r9536: re-instate -no_warn, but put it behind a compiler level #ifdef flag to enable the ability to use it. And if you don't know how to do that, you have no business using it.
------------------------------------------------------------------------
r9540 | Goober5000 | 2013-02-19 23:35:00 -0600 (Tue, 19 Feb 2013) | 1 line

fix Mantis #2796 (capships always have an EMP time of 7.5 seconds) by adding a weapon flag to allow the full value of emp_time to be used
------------------------------------------------------------------------
r9542 | Goober5000 | 2013-02-22 00:13:37 -0600 (Fri, 22 Feb 2013) | 2 lines

proper movement of ships attached to other ships
fixes Mantis #2787
------------------------------------------------------------------------
r9544 | karajorma | 2013-02-26 23:38:46 -0600 (Tue, 26 Feb 2013) | 1 line

Fix Mantis 2797 (Ship Loadout shouldn't remember the previous settings if the mission has changed)
------------------------------------------------------------------------
Title: Re: Release: 3.6.18 Final
Post by: Mongoose on March 01, 2013, 02:03:46 pm
Woo for bugfixes!
Title: Re: Release: 3.6.18 Final
Post by: Luis Dias on March 01, 2013, 03:02:24 pm
Whaaaaaaaaa??????
Title: Re: Release: 3.6.18 Final
Post by: General Battuta on March 01, 2013, 03:13:06 pm
This was the right call, 3.6.16 was pretty ****ed.
Title: Re: Release: 3.6.18 Final
Post by: Apollo on March 01, 2013, 03:31:18 pm
Did you also fix the bug that ruins the AI's subsystem targeting ability?

EDIT: Know you fixed it in nightlies... but didn't see it in commits.. :nervous:
Title: Re: Release: 3.6.18 Final
Post by: chief1983 on March 01, 2013, 04:18:35 pm
The fix for that bug (#2780) was in r9512, which was included in 3.6.16 already, and it should therefore be fixed in this one as well :)
Title: Re: Release: 3.6.18 Final
Post by: Apollo on March 01, 2013, 04:39:29 pm
Ok thanks.
Title: Re: Release: 3.6.18 Final
Post by: niffiwan on March 01, 2013, 07:26:53 pm
So - was this released before midnight on the 1st March?  Does Axem need to update the newsletter... again...  :nervous:    :D
Title: Re: Release: 3.6.18 Final
Post by: Dragon on March 01, 2013, 07:42:46 pm
Depends on where you are. It's 2 hours into 2nd March here.
Title: Re: Release: 3.6.18 Final
Post by: technopredator on March 02, 2013, 10:50:43 am
Thanks.
Title: Re: Release: 3.6.18 Final
Post by: Penfold on March 02, 2013, 11:43:48 am
As a hardware head, I'm not the most astute when it comes to various software "changes".
So I ask...what will (or will not) work with version 3.6.18???
There are many campaigns that still state they work with versions 3.6.9, 3.6.10 or 3.6.12. There are also campaigns that state they have been tested with (or up to!) certain versions (3.6.14 especially, and a few with 3.6.16).
Must campaigns be "upgraded" to work with later FS2O versions as they arrive....do they "automatically" work with newer FS2O versions??
I do not mind being the village idiot......so, I would appreciate some insights....from any/every one!!!

OK....lay it on me!

Penfold
Death From the Crease
Title: Re: Release: 3.6.18 Final
Post by: General Battuta on March 02, 2013, 11:47:42 am
As a hardware head, I'm not the most astute when it comes to various software "changes".
So I ask...what will (or will not) work with version 3.6.18???
There are many campaigns that still state they work with versions 3.6.9, 3.6.10 or 3.6.12. There are also campaigns that state they have been tested with (or up to!) certain versions (3.6.14 especially, and a few with 3.6.16).
Must campaigns be "upgraded" to work with later FS2O versions as they arrive....do they "automatically" work with newer FS2O versions??
I do not mind being the village idiot......so, I would appreciate some insights....from any/every one!!!

OK....lay it on me!

Penfold
Death From the Crease

In general - and yes, this statement doesn't always hold, but in general - anything that worked on an older version of FSO will work on the newest version.
Title: Re: Release: 3.6.18 Final
Post by: Goober5000 on March 02, 2013, 03:12:06 pm
So - was this released before midnight on the 1st March?  Does Axem need to update the newsletter... again...  :nervous:    :D
That is what we need to do... time our SCP releases so that Axem always has to go and update his newsletter. :lol:
Title: Re: Release: 3.6.18 Final
Post by: X3N0-Life-Form on March 03, 2013, 04:11:51 am
I don't use that word very often but ... that's evil!
Title: Re: Release: 3.6.18 Final
Post by: MatthTheGeek on March 03, 2013, 05:24:39 am
It's just so they can blame Axem for being too impatient and releasing his newsletter too early.

There can't be anything evil in blaming Axem.
Title: Re: Release: 3.6.18 Final
Post by: Penfold on March 03, 2013, 11:52:55 am
General Battuta,

Thank you!
Back in the saddle again...!

Penfold
Death From the Crease (Go Terps!)
Title: Re: Release: 3.6.18 Final
Post by: Spoon on March 04, 2013, 07:27:46 am
I see SCP is following in the steps of Firefox  :p
Title: Re: Release: 3.6.18 Final
Post by: Woolie Wool on March 04, 2013, 10:07:23 am
If we were it would be 18.3.6. :P

I miss Firefox 3
Title: Re: Release: 3.6.18 Final
Post by: Valathil on March 10, 2013, 10:04:54 am
I see SCP is following in the steps of Firefox  :p
I call for renaming to Source Code Foundation
Title: Re: Release: 3.6.18 Final
Post by: Luis Dias on March 10, 2013, 04:20:24 pm
You'd actually need a foundation to do that.
Title: Re: Release: 3.6.18 Final
Post by: Adamemnon on April 18, 2013, 08:33:17 pm
This is the one mod that I have decided to download and I have no idea how to do so. I don't want to blindly mess around with my computer's software. Could anybody please send me a list of detailed instructions on how to install this to my Windows 7 Pro computer?
It would be greatly appreciated. I really want to play this touched up game!
Just to be sure, I do need to download a retail version of this game, say from GOG.com, right?
Don't hate me, I'm new!   ;7
Title: Re: Release: 3.6.18 Final
Post by: General Battuta on April 18, 2013, 08:36:57 pm
Click 'installing FreeSpace Open' right up at the top of your browser window.
Title: Re: Release: 3.6.18 Final
Post by: technopredator on July 11, 2013, 11:13:53 am
I need to ask because it's rarely clear: which download location I should choose to not help saturate a server and which is the less busy one? in the order it's given or it's just random?

Quote
e.g. fs2_open_3_6_18_SSE.zip (Mirror) (Mirror)
Title: Re: Release: 3.6.18 Final
Post by: The E on July 11, 2013, 11:26:25 am
I think the fsmods.net one has the most bandwidth available?
Title: Re: Release: 3.6.18 Final
Post by: chief1983 on July 11, 2013, 11:38:13 am
I believe I list them in order of preference they are to be used, FS2Downloads isn't currently hosting a lot of high profile projects but FSMods gets a fairly steady flow due to the vast amount of material on it.  The SCP website is just an absolute fallback, as the binaries themselves don't really cost much bandwidth.
Title: Re: Release: 3.6.18 Final
Post by: technopredator on July 11, 2013, 01:01:19 pm
Kind of you to answer so soon, thanks for the answers.

Maybe this is out of line but I have a suggestion: to add a 'xx.x %' besides the server links with the bandwidth available and it could be updated when you press F5  to refresh the first page of this thread. I found some freeware collection (http://www.techsupportalert.com/best-free-download-upload-meter.htm) with explanations, short version here (http://www.techsupportalert.com/best-free-download-upload-meter.htm#Quick_Selection_Guide), that might help you do this.
Title: Re: Release: 3.6.18 Final
Post by: The E on July 11, 2013, 02:25:49 pm
I don't think the traffic levels we get really need that kind of signage. It's not like we're so popular that the traffic we do generate actually brings down servers.

Also, those programs? They're not exactly the kind of server-level program we'd need, are they? They look more like network monitors to me (which any halfway decent OS has built-in nowadays); we can't just run them on our servers and pipe the output to a graphic we can link to.
Title: Re: Release: 3.6.18 Final
Post by: technopredator on July 11, 2013, 02:56:30 pm
I see, well actually I was hopping they could give a text output with % and Kbps availability for a server, anyway it was a quick Google search, nothing special, I mean it's nice and efficient for everyone to see servers' load and location, then choose the nearest and freest available, the downside is that it requires another screen or is complicated I suppose on a forum but anyway, I was trying to make the file servicing a little more clearer and efficient for everyone's convenience, but as you write, I'd be pretty useless if traffic is not high enough to need user choosing; well, it was my 2 cents.
Title: Re: Release: 3.6.18 Final
Post by: chief1983 on July 11, 2013, 04:52:03 pm
Well, each of these hosts is on a completely different service, and would each need something set up on them with the ability to report that kind of info.  If you know any generic way to do that on a shared host, I might actually be interested.
Title: Re: Release: 3.6.18 Final
Post by: spinlock663 on July 18, 2013, 06:15:36 am
So I had an issue with the Return to Babel mission, in which I would always get the failed mission debrief, so I swtiched to the nightly and now I cannot see any of my medals however I am able to continue where I left off?

Title: Re: Release: 3.6.18 Final
Post by: Arpit on July 18, 2013, 12:43:19 pm
So I had an issue with the Return to Babel mission, in which I would always get the failed mission debrief, so I swtiched to the nightly and now I cannot see any of my medals however I am able to continue where I left off?

spinlock663: Your bug is a known one. It has been reported here. (http://scp.indiegames.us/mantis/view.php?id=2901)
Title: Re: Release: 3.6.18 Final
Post by: chief1983 on July 18, 2013, 12:46:14 pm
He said his campaign progress was converted though, just not medals.  I'd check the patch in review against his 3.6.18 pilot file too.
Title: Re: Release: 3.6.18 Final
Post by: spinlock663 on July 18, 2013, 04:03:12 pm
So I had an issue with the Return to Babel mission, in which I would always get the failed mission debrief, so I swtiched to the nightly and now I cannot see any of my medals however I am able to continue where I left off?

spinlock663: Your bug is a known one. It has been reported here. (http://scp.indiegames.us/mantis/view.php?id=2901)

Good deal, is there a new nightly comming once its out of code review?

Title: Re: Release: 3.6.18 Final
Post by: chief1983 on July 18, 2013, 04:22:10 pm
Not til Monday night at the earliest.  Out of town, turned off the nightly machine.
Title: Re: Release: 3.6.18 Final
Post by: niffiwan on July 18, 2013, 07:07:28 pm
spinlock663: can you please attach both sets of your pilot files to a post in this thread?

3.6.18: freespace2/data/players/single/inferno (.cs2 & .pl2)
3.6.19: freespace2/data/players (.plr & .csg)

Also - the current patch in review only fixes one of potentially several pilot conversion bugs, i.e.

a) complete conversion fail due to error reading the mainhall

There's still these to investigate/fix:

b) loss of kills/hit% stats during conversion
c) loss of medals during conversion
d) complete conversion fail with ship/weapon reference error
Title: Re: Release: 3.6.18 Final
Post by: Yarn on July 18, 2013, 07:47:56 pm
There's also the fact that the conversion resets the axis mappings to the defaults (http://scp.indiegames.us/mantis/view.php?id=2874).
Title: Re: Release: 3.6.18 Final
Post by: spinlock663 on July 20, 2013, 02:58:21 am
spinlock663: can you please attach both sets of your pilot files to a post in this thread?

3.6.18: freespace2/data/players/single/inferno (.cs2 & .pl2)
3.6.19: freespace2/data/players (.plr & .csg)

Also - the current patch in review only fixes one of potentially several pilot conversion bugs, i.e.

a) complete conversion fail due to error reading the mainhall

There's still these to investigate/fix:

b) loss of kills/hit% stats during conversion
c) loss of medals during conversion
d) complete conversion fail with ship/weapon reference error

Sorry, I ended up mangling and deleting the files after a botched fix for the red alert bug.

Title: Re: Release: 3.6.18 Final
Post by: chief1983 on July 22, 2013, 08:55:02 pm
New nightly with the patch from #2901 is now in fact posted in the nightly thread.