Author Topic: Release 3.6.14 Release Candidate 8  (Read 24261 times)

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Offline chief1983

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Release 3.6.14 Release Candidate 8
RC9 here. Go there.


Should be the last one.  I present RC8, with improved sound and no head.ani stuttering!
Previous 3.6.14 RC7 Release Thread

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.

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 (Mirror) (Mirror) (Mirror)

Launchers, if you don't have one already:
All platforms:  wxLauncher (ongoing project for a unified launcher)
Windows:  Launcher 5.5g (Mirror) (Mirror) (Mirror)
OS X:  Soulstorm's OS X Launcher 3.0
Linux:  YAL or by hand or whatever you can figure out.

Known issues:
  • The now-standard Inferno builds have trouble converting retail pilots.  You might experience crashes.  Post logs.
  • See the list of Fix for next release bugs - mark a bug as an elevated priority (high, urgent, immediate) to get it included in that filter.
  • Here is the filter for Target 3.6.14 bugs.


Shaders
In order to leverage changes in the shader code since 3.6.12, these are to be used to over-ride the MediaVPs shaders (place in mediavps_3612/data/effects) or in use for any mods.
Includes the Animated/Cloakmap shaders as well as optimized pixel lighting fragment shaders.

Shaders_for_3614_August_08th.zip (Mirror) (Mirror) (Mirror)
MD5: 8bd0d689fd16c681a7710400352b8f68

WINDOWS Builds

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 to check which SSE capabilities your CPU has.

fs2_open_3_6_14_RC8.zip (Mirror) (Mirror)
This one is based on the SSE2 Optimizations from the MSVC Compiler.
MD5: a26b19d0a11b09b5fcd37ba5c1cc7156

fs2_open_3_6_14_RC8_SSE.zip (Mirror) (Mirror)
This one is based on the SSE Optimizations from the MSVC Compiler.
MD5: c0b9c5b8b0ae0f3b3abdccb25fe715a1

fs2_open_3_6_14_RC8_NO-SSE.zip (Mirror) (Mirror)
MD5: a086519764e9d21b4bc9c3c9bc00b982

What are those SSE and SSE2 builds I keep seeing everywhere?
Your answer is in this topic.


OS X Builds

Inferno Build
FS2_Open-3.6.14_RC8.dmg (Mirror) (Mirror)
MD5: a8fafca4aef2ffa0966f4285a8a3ecf6


LINUX Builds

Inferno Build
fs2_open_3.6.14_RC8.tar.bz2 (Mirror) (Mirror)
MD5: 770db76b3db53b2e4c7512b888f3fcfc

Source Code Export
fs2_open_3_6_14_RC8_src.tgz (Mirror) (Mirror)
MD5: 3b22b7d03d1637c4f4c93819c87f12a1


Changelog since the last RC:
( Additionally, see here: 3.6.13 Changelog (since 3.6.12) )
Code: [Select]
------------------------------------------------------------------------
r9078 | The_E | 2012-07-31 12:10:22 -0500 (Tue, 31 Jul 2012) | 2 lines

Backport of trunk revision 9077: Remove a define from the builtin shader that was causing clipping issues now that AMD has fixed their driver's behaviour

------------------------------------------------------------------------
r9135 | chief1983 | 2012-08-22 12:04:19 -0500 (Wed, 22 Aug 2012) | 1 line

Backport: Trunk r9080/9081; Prevent garbage collection of texture handles which still have a non-zero load count.
------------------------------------------------------------------------
r9136 | chief1983 | 2012-08-22 13:07:29 -0500 (Wed, 22 Aug 2012) | 1 line

Backport: Trunk r9095; fix for Mantis #2694: homing breaks when free_flight_time is 0; also, correctly set default free_flight_time to retail value of 0.5 second
------------------------------------------------------------------------
r9137 | The_E | 2012-08-22 14:11:24 -0500 (Wed, 22 Aug 2012) | 2 lines

Backport trunk 9109/9112/9118: More efficient handling of ani ressources, fixes ani stuttering. Also allows EFF files as head anis.

------------------------------------------------------------------------
r9138 | chief1983 | 2012-08-22 14:59:21 -0500 (Wed, 22 Aug 2012) | 1 line

Backport: The remaining changes in r9113, since most had been committed in 9054, and the rest is also known as mantis_2266_take3_followup.patch from Mantis 2266.
------------------------------------------------------------------------
r9139 | chief1983 | 2012-08-22 15:00:27 -0500 (Wed, 22 Aug 2012) | 1 line

Backport: Trunk r9127; Adding nameplate textures to the list of texture names that trigger the transparency renderer.
------------------------------------------------------------------------
r9140 | chief1983 | 2012-08-22 15:01:40 -0500 (Wed, 22 Aug 2012) | 1 line

Backport: Trunk r9130; variable tokens can be quite a bit longer than standard tokens due to their unusual format; handle this properly (fixes Mantis #2670)
------------------------------------------------------------------------
r9146 | chief1983 | 2012-08-27 17:46:00 -0500 (Mon, 27 Aug 2012) | 1 line

Revert backport of r8848.
------------------------------------------------------------------------
r9147 | chief1983 | 2012-08-28 10:54:41 -0500 (Tue, 28 Aug 2012) | 1 line

Backport: Trunk r9143; make red-alert not dependent on whether the HUD is visible or not (fixes Mantis #2683)
------------------------------------------------------------------------
r9148 | chief1983 | 2012-08-28 11:14:14 -0500 (Tue, 28 Aug 2012) | 1 line

RC8 BUILD STAGE COMMIT: Sets Revision and Version properties to this commit version.
------------------------------------------------------------------------
« Last Edit: October 23, 2012, 01:32:30 pm by chief1983 »
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Offline Nuke

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Re: Release 3.6.14 Release Candidate 8
bout time :D

theres probibly been enough new features implemented since the rc started to go ahead and start the 3.6.16 rc phase :D
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Offline chief1983

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Re: Release 3.6.14 Release Candidate 8
We'll be merging the new pilot code, and probably doing the first second digit version bump in over half a decade :P
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 
Re: Release 3.6.14 Release Candidate 8
So...3.7 soon?  :eek:
Fun while it lasted.

Then bitter.

 

Offline MatthTheGeek

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Re: Release 3.6.14 Release Candidate 8
Keep dreamin'.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

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Offline mjn.mixael

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Re: Release 3.6.14 Release Candidate 8
Seeing as how 3.6.14 took the better part of a year just for RC... "soon" is a relative term at this point.

EDIT: For further perspective...

3.6.12 Final - August 04, 2010

3.6.14 RC1 - November 02, 2011

3.6.14 Final - Pending

3.7 Final - Soon (tm)
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Offline Droid803

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Re: Release 3.6.14 Release Candidate 8
So uh, did the armor.tbl stuff ever make it into 3.6.14?
Can't be assed to trace all of the backports.

Kind of important because if it is in I can start telling people to use 3.6.14 instead of grabbing random not!nightlies.
If not then bah, I'll just keep compiling nightlies for myself...
(´・ω・`)
=============================================================

 

Offline Nuke

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Re: Release 3.6.14 Release Candidate 8
it made it into trunk, but im not sure if its in the rc builds or not. it may have been because it also resolved a couple mantis issues.
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Offline mjn.mixael

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Re: Release 3.6.14 Release Candidate 8
What was the Trunk commit revision? I'll search the RC log.
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Offline BritishShivans

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Re: Release 3.6.14 Release Candidate 8
FINALLY! No stuttering! I held off on updating until now because I knew if I ran into that I'd never be able to play. Just gotta reorganize the stuff in my Freespace folder.

 

Offline Droid803

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Re: Release 3.6.14 Release Candidate 8
it made it into trunk, but im not sure if its in the rc builds or not. it may have been because it also resolved a couple mantis issues.

I know it's in trunk which is why I say nightlies instead of custom builds XD
But pretty much this is why I'm asking - It did resolve mantis'd bugs, but also added a whole lot of features while at it (which is awesome) but may cause some concerns from an RC standpoint.

What was the Trunk commit revision? I'll search the RC log.

r8629 AFAIK.
(´・ω・`)
=============================================================

 

Offline mjn.mixael

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Re: Release 3.6.14 Release Candidate 8
Looks like it's not in 3.6.14. Doubtful it'd be added at this point too.
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Offline Droid803

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Re: Release 3.6.14 Release Candidate 8
'aight. No worries then, it'll get into a stable build eventually. :P
(´・ω・`)
=============================================================

 

Offline Fr3z3r

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Re: Release 3.6.14 Release Candidate 8
Woop woop!

 

Offline Nuke

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Re: Release 3.6.14 Release Candidate 8
What was the Trunk commit revision? I'll search the RC log.

r8629

http://www.hard-light.net/forums/index.php?topic=78277.msg1595848#msg1595848

i did find an old post of me asking if armor made it in to rc1, but there was never any response to it.

http://www.hard-light.net/forums/index.php?topic=78886.msg1560969#msg1560969

still using all the powers of search fu to find it. i remember seing it in a change log somewhere.

*edit*
i searched all the rc changelogs from 2-8 for the words nuke or armor and there was no reference to my armor patch. rc1 didnt seem to have a changelog on the forum.

probibly the best way to confirm it is to take an armor table and try using the +Difficulty Scale Type: tag, as that was the primary bugfix/feature of the whole thing (not to mention accidental turing completeness :D).

*edit again*
k i used my nukemod armor table, which doesnt use any of the new features yet, and added the +Difficulty Scale Type: flag and got an error, so i guess this is only in trunk and not in the rc builds.  im gonna go ahead and mark those features as 3.6.15 (even though they were available in some of the later 3.6.13 nightlies) in the wiki, so as to avoid confusion with modders.
« Last Edit: August 29, 2012, 04:35:41 pm by Nuke »
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Offline chief1983

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Re: Release 3.6.14 Release Candidate 8
8629 isn't anywhere on 3.6.14's commit log so I'm fair certain it wasn't backported.
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Nuke

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Re: Release 3.6.14 Release Candidate 8
yea i wouldnt rush to backport it at this point in the rc cycle. but it does fix at least two mantis bugs.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline Nuke

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Re: Release 3.6.14 Release Candidate 8
k i fixed the wiki

http://www.hard-light.net/wiki/index.php/Armor.tbl

so it should help ease the support issues with regards to the new armor features.
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Offline Alan Bolte

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Re: Release 3.6.14 Release Candidate 8
Something weird is going on with collisions. In Apocalypse, the Mentu and Deimos can be flown through by the player, and I reloaded the mission to make sure it wasn't a one-off. I tried to isolate to ship class, but the Deimos in Into the Maelstrom was quite solid. I haven't yet found the same issue in other missions. Reproducible with or without MediaVPs.

EDIT: Hmm... reproducible as far back as RC1, but not 3.6.12.

Can anyone else reproduce?
« Last Edit: August 29, 2012, 10:35:25 pm by Alan Bolte »
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Offline Androgeos Exeunt

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Re: Release 3.6.14 Release Candidate 8
Facebook Wall spammed. Got near-immediate responses from redsniper and Galemp. :wtf:
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