Author Topic: Release 3.6.14 Release Candidate 3  (Read 15945 times)

0 Members and 1 Guest are viewing this topic.

Offline chief1983

  • Still lacks a custom title
  • Moderator
  • 212
  • ⬇️⬆️⬅️⬅️🅰➡️⬇️
    • Minecraft
    • Skype
    • Steam
    • Twitter
    • Fate of the Galaxy
Release 3.6.14 Release Candidate 3
RC4 here. Go there.


Thanks to the staff and bug reporters, we're turning out RC3 with even more bugfixes!
Previous 3.6.14 RC2 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

Launchers, if you don't have one already:
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.
All platforms:  wxLauncher (ongoing project for a unified launcher)

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 or in use for any mods.
Includes the Animated/Cloakmap shaders as well as optimized pixel lighting fragment shaders.

Shaders-3.6.14_Jan-23.zip (Mirror)
MD5: 31b92c6a89fdf9fb490fca970e349932

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_RC3.zip (Mirror) (Mirror)
This one is based on the SSE2 Optimizations from the MSVC Compiler.
MD5: 808c92cca6cc62a854db2bc72a9ae420

fs2_open_3_6_14_RC3_SSE.zip (Mirror) (Mirror)
This one is based on the SSE Optimizations from the MSVC Compiler.
MD5: 5f0acb30cb62ff557b6058be71458978

fs2_open_3_6_14_RC3_NO-SSE.zip (Mirror) (Mirror)
MD5: 51d4200c36386934e8e99573381babff

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_RC3.dmg (Mirror) (Mirror)
MD5: b8b99b0a872c0f85e6c48df740df1af8


LINUX Builds

Inferno Build
fs2_open_3.6.14_RC3.tar.bz2 (Mirror) (Mirror)
MD5: e2e339b806c9f9a0c99ff32833847e72

Source Code Export
fs2_open_3_6_14_RC3_src.tgz (Mirror) (Mirror)
MD5: 244bc9212cd77a0dbb109dbda4a0644a


Changelog since the last RC:
( Additionally, see here: 3.6.13 Changelog (since 3.6.12) )
Code: [Select]
------------------------------------------------------------------------
r8132 | Zacam | 2012-01-05 16:14:11 -0600 (Thu, 05 Jan 2012) | 1 line

Backport: Trunk 7928; we have some preconditions, so let's enforce them
------------------------------------------------------------------------
r8133 | Zacam | 2012-01-05 16:14:56 -0600 (Thu, 05 Jan 2012) | 1 line

Backport: Trunk 7929; the ship copy flag needs to be able to recognize ships that appear later in the table
------------------------------------------------------------------------
r8134 | Zacam | 2012-01-05 16:15:42 -0600 (Thu, 05 Jan 2012) | 1 line

Backport: Trunk 7960; Originally spotted by zookeeper: "$gun_rotation:" should be set to "!= NULL" like the other entries around it.
------------------------------------------------------------------------
r8135 | Zacam | 2012-01-05 16:16:32 -0600 (Thu, 05 Jan 2012) | 1 line

Backport: Trunk 7969; Add workaround so that AI landings consistently work
------------------------------------------------------------------------
r8136 | Zacam | 2012-01-05 16:18:18 -0600 (Thu, 05 Jan 2012) | 1 line

Backport: Trunk 7988; cfile: change Assert to Assertion
------------------------------------------------------------------------
r8137 | Zacam | 2012-01-05 16:19:08 -0600 (Thu, 05 Jan 2012) | 1 line

Backport: Trunk 7991; Add "only target if can fire" turret flag
------------------------------------------------------------------------
r8138 | Zacam | 2012-01-05 16:19:49 -0600 (Thu, 05 Jan 2012) | 1 line

Backport: Trunk 7992; Clean up Ship Maneuvers, Improve SEXP Help for
------------------------------------------------------------------------
r8139 | Zacam | 2012-01-05 16:20:35 -0600 (Thu, 05 Jan 2012) | 1 line

Backport: Trunk 7993; Add $Armor Type support for missiles
------------------------------------------------------------------------
r8140 | Zacam | 2012-01-05 16:21:17 -0600 (Thu, 05 Jan 2012) | 1 line

Backport: Trunk 8013; That's a rather pointless test when we don't have AI smart missiles.
------------------------------------------------------------------------
r8141 | Zacam | 2012-01-05 16:22:10 -0600 (Thu, 05 Jan 2012) | 1 line

Backport: Trunk 8028; zookeeper's initial velocity patch
------------------------------------------------------------------------
r8142 | Zacam | 2012-01-05 16:23:36 -0600 (Thu, 05 Jan 2012) | 1 line

Backport: Trunk 7905/7906; From Eli2: Allows adjustment of the keyboard layout on Linux/MacOS (German, '-keyboard_layout qwertz')
------------------------------------------------------------------------
r8143 | Zacam | 2012-01-05 16:24:19 -0600 (Thu, 05 Jan 2012) | 1 line

Backport: Trunk 8059; Hellzed's french keyboard layout stuff
------------------------------------------------------------------------
r8144 | Zacam | 2012-01-05 16:29:53 -0600 (Thu, 05 Jan 2012) | 1 line

Backport: Trunk 8096; make sexp category stuff accessible, fix Mantis #2551
------------------------------------------------------------------------
r8145 | Zacam | 2012-01-05 16:30:36 -0600 (Thu, 05 Jan 2012) | 1 line

Backport: Trunk 8097; fix for Mantis #2547
------------------------------------------------------------------------
r8146 | Zacam | 2012-01-05 16:31:50 -0600 (Thu, 05 Jan 2012) | 1 line

Backport: Trunk 8098; Fix for Mantis 2550: Text in multiplayer is rendered outside the textbox if custom fonts are in use
------------------------------------------------------------------------
r8147 | Zacam | 2012-01-05 16:32:33 -0600 (Thu, 05 Jan 2012) | 1 line

Backport: Trunk 8099; Fix for Mantis 2545: Default ship in FRED is not the ship defined by #Default Player Ship
------------------------------------------------------------------------
r8148 | Zacam | 2012-01-05 16:34:15 -0600 (Thu, 05 Jan 2012) | 1 line

Backport: Trunk 7981/810; zookeeper: fix $Shots for turret-fired weapons, with fix to from Valathil.
------------------------------------------------------------------------
r8166 | Zacam | 2012-01-11 20:42:04 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8102; from zookeeper: make hv.Player availiable in "$On Gameplay Start" scripting hook
------------------------------------------------------------------------
r8167 | Zacam | 2012-01-11 20:43:11 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8103; Fix for Mantis 2498: Invalid species reference in ships.tbl is not detected.
------------------------------------------------------------------------
r8168 | Zacam | 2012-01-11 20:44:33 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8104; Removed the unused "Ghost Save" entry from Object_type_names, because it was causing an off-by-one when using the getBreedName() scripting function. Also added "Beam" to the list since it's a valid object type.
------------------------------------------------------------------------
r8169 | Zacam | 2012-01-11 20:46:03 -0600 (Wed, 11 Jan 2012) | 2 lines

Backport: Trunk 8107; Allow for FS1 shader effect to be customized in post_process.tbl

------------------------------------------------------------------------
r8170 | Zacam | 2012-01-11 20:46:55 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8108; Adds an intermediate render target for FXAA to work against, this removes a previous reliance on undocumented behaviour in OpenGL.
------------------------------------------------------------------------
r8171 | Zacam | 2012-01-11 20:54:38 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8109; Added hardware accelerated YUV to RGB conversion with shaders to the ogg video renderpath.
------------------------------------------------------------------------
r8172 | Zacam | 2012-01-11 20:55:25 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8110; Adjust alignment when shader debug logs are written.
------------------------------------------------------------------------
r8173 | Zacam | 2012-01-11 21:02:49 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8111; From m|m: Fix for Mantis 2400 (RTT rendering broken in current builds). Also changes GL_rendering_to_framebuffer to the more aptly named GL_rendering_to_texture.
------------------------------------------------------------------------
r8174 | Zacam | 2012-01-11 21:09:35 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8114; We do need to bind the correct depth buffer for rendering, else things get all confused.
------------------------------------------------------------------------
r8175 | Zacam | 2012-01-11 21:10:13 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8115; Make sure to include the right lua headers on all platforms, as pointed out by rhl.
------------------------------------------------------------------------
r8176 | Zacam | 2012-01-11 21:11:14 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8116; Fixing an old mistake I made back in September 2010. Note: Assertions are optimized out of release builds, leaving this necessary skip out.
------------------------------------------------------------------------
r8177 | Zacam | 2012-01-11 21:11:56 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8120; Fixed font rendering at high resolutions
------------------------------------------------------------------------
r8178 | Zacam | 2012-01-11 21:12:39 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8124; Switch from the directive-is-variable SEXP to the more powerful directive-value one.
------------------------------------------------------------------------
r8179 | Zacam | 2012-01-11 21:13:30 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8125; Training weapons shouldn't cause smoke to come off of ships which haven't really taken any damage.
------------------------------------------------------------------------
r8180 | Zacam | 2012-01-11 21:15:41 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8126; Remove a magic number. This number will probably become something defined in mod.tbl eventually but for now at least it's easy to find again.
------------------------------------------------------------------------
r8181 | Zacam | 2012-01-11 21:16:43 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8128; Removed an unused #define
------------------------------------------------------------------------
r8182 | Zacam | 2012-01-11 21:21:52 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8155; Another Assert->Assertion change. Also changes parsing code to throw warnings when a shockwaves' inner radius is zero.
------------------------------------------------------------------------
r8183 | Zacam | 2012-01-11 21:22:41 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8157; Made WIF2_SMALL_ONLY weapons on turrets not fire on HUGE ships when grouped with other weapons that are not WIF2_SMALL_ONLY
------------------------------------------------------------------------
r8184 | Zacam | 2012-01-11 21:23:50 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8158; Fix for Mantis #2558 : Resolves the issue by updating the libpng provided to version 1.5.7.
------------------------------------------------------------------------
r8185 | Zacam | 2012-01-11 21:24:44 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8159; Not that it matters much since it's that's what it's ending up as anyway but since the variable that uses it was switched to unsigned we might as well change this.
------------------------------------------------------------------------
r8186 | Zacam | 2012-01-11 21:25:23 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8160; Change the define to one that is a little less confusing.
------------------------------------------------------------------------
r8187 | Zacam | 2012-01-11 21:26:39 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8163; Make sure the FXAA pass only draws to COLOR_ATTACHMENT0
------------------------------------------------------------------------
r8188 | Zacam | 2012-01-11 21:28:32 -0600 (Wed, 11 Jan 2012) | 1 line

Backport: Trunk 8164; Fix for #2559 - new frameworks file that strips the metadata files out of the archive.
------------------------------------------------------------------------
r8189 | Zacam | 2012-01-12 13:05:14 -0600 (Thu, 12 Jan 2012) | 5 lines

Back in Commit 7843 of this branch, a sync to Trunk 7842 took place.
This sync was incompletely done, resulting in the following to be missing:
7815 - Set-docked SEXP
7834/7835 - Update to ad.playMusic to allow control over whether or not to loop the passed sound file.
7841 - From m!m: Allows per-ship customization of ship sounds in ships.tbl. See Wiki for details.
------------------------------------------------------------------------
r8190 | Zacam | 2012-01-12 14:01:30 -0600 (Thu, 12 Jan 2012) | 1 line

Backport: Documentation Update. This copies the documentation related changes from Trunk as a unified commit.
------------------------------------------------------------------------
r8191 | Zacam | 2012-01-12 14:11:02 -0600 (Thu, 12 Jan 2012) | 2 lines

Backport: Trunk 8056; zookeeper's addition of new scripting hook that runs right before entering mission.
(Required for Backport of Trunk 8102)
------------------------------------------------------------------------
r8192 | Zacam | 2012-01-12 14:47:43 -0600 (Thu, 12 Jan 2012) | 1 line

Fixes def_files merge of the 8171 Backport commit of Trunk 8109.
------------------------------------------------------------------------
r8193 | Zacam | 2012-01-12 16:05:56 -0600 (Thu, 12 Jan 2012) | 1 line

And to finally clean up the compiler issues caused by TortoiseSVN being a wanker in merging across some of the backports. This returns .14 to being Stable again.
------------------------------------------------------------------------
r8194 | Zacam | 2012-01-12 16:25:28 -0600 (Thu, 12 Jan 2012) | 1 line

RC3 BUILD STAGE COMMIT: Sets Revision and Version properties to this commit version.
------------------------------------------------------------------------
r8206 | Zacam | 2012-01-13 12:44:18 -0600 (Fri, 13 Jan 2012) | 1 line

Okay. This was ridiculous running all these changes separately. This setts svn:eol-type across the board for types that were not previously set to LF as they should have been.
------------------------------------------------------------------------
r8236 | Zacam | 2012-01-15 18:02:11 -0600 (Sun, 15 Jan 2012) | 1 line

Backport Revert (8180): Reverting the backport of Trunk 8216.
------------------------------------------------------------------------
r8238 | Zacam | 2012-01-15 18:15:38 -0600 (Sun, 15 Jan 2012) | 1 line

Backport: Trunk 8212; Fix for #2567 - LLVM warning: Semantic issue in lua.cpp
------------------------------------------------------------------------
r8239 | Zacam | 2012-01-15 18:16:32 -0600 (Sun, 15 Jan 2012) | 1 line

Backport: Trunk 8214; Fix for Mantis 2568: "Fog Near/Far Mult:" being written to mission files even when in retail compatibility mode.
------------------------------------------------------------------------
r8240 | Zacam | 2012-01-15 18:17:55 -0600 (Sun, 15 Jan 2012) | 1 line

Backport: Trunk 8215; Fix "Unable to get shader uniform location" warning for distortion shaders
------------------------------------------------------------------------
r8241 | Zacam | 2012-01-15 18:18:37 -0600 (Sun, 15 Jan 2012) | 1 line

Backport: Trunk 8216; Fix OpenGL errors caused by animated shaders when not rendering to a fbo
------------------------------------------------------------------------
r8242 | Zacam | 2012-01-15 18:19:20 -0600 (Sun, 15 Jan 2012) | 1 line

Backport: Trunk 8218; Fix for Mantis 1803: Lensflares are rendered with no sun in sight
------------------------------------------------------------------------
r8243 | Zacam | 2012-01-15 18:19:56 -0600 (Sun, 15 Jan 2012) | 1 line

Backport: Trunk 8219; Fix for #2549 & #2457 - Fixed rendering of bars and moved earlier in code so we dont overdraw the hud messages
------------------------------------------------------------------------
r8244 | Zacam | 2012-01-15 18:20:38 -0600 (Sun, 15 Jan 2012) | 1 line

Backport: Trunk 8220; Fix for #2570: Changed the external camera messages to be IFF color and internal messages back to green
------------------------------------------------------------------------
r8245 | Zacam | 2012-01-15 18:21:16 -0600 (Sun, 15 Jan 2012) | 1 line

Backport: Trunk 8222; Fix LLVM warnings in weapon folder
------------------------------------------------------------------------
r8246 | Zacam | 2012-01-15 18:22:40 -0600 (Sun, 15 Jan 2012) | 1 line

Backport: Trunk 8223 + 8235; Ensure we don't leak memory on Mac OS X. Any object created with a CF*Create() function must have CFRelease() called upon it.
------------------------------------------------------------------------
r8247 | Zacam | 2012-01-15 18:27:05 -0600 (Sun, 15 Jan 2012) | 1 line

Backport: Trunk 8224; Clear a whole set of LLVM warnings - some of these would have caused memory fubars, so should marginally improve stability
------------------------------------------------------------------------
r8248 | Zacam | 2012-01-15 18:27:46 -0600 (Sun, 15 Jan 2012) | 1 line

Backport: Trunk 8225; yeesh... part of the original iff_defs feature that wasn't updated
------------------------------------------------------------------------
r8249 | Zacam | 2012-01-15 18:28:22 -0600 (Sun, 15 Jan 2012) | 1 line

Backport: Trunk 8227; Fix for Mantis #0002443: allow primary weapons to have fire_waits longer than 5 secs
------------------------------------------------------------------------
r8250 | Zacam | 2012-01-15 18:30:17 -0600 (Sun, 15 Jan 2012) | 1 line

Backport: Trunk 8231; Fix for Mantis 1768: Cutscene bars do not display properly.
------------------------------------------------------------------------
r8251 | Zacam | 2012-01-15 18:31:26 -0600 (Sun, 15 Jan 2012) | 1 line

backport: Trunk 8232 + 8237; Fix for Mantis 2441: "friendly-stealth-invisible" flag doesn't work
------------------------------------------------------------------------
r8252 | Zacam | 2012-01-15 18:32:07 -0600 (Sun, 15 Jan 2012) | 1 line

Backport: Trunk 8233; Made the failure message for failed model loads include the model filename.
------------------------------------------------------------------------
r8253 | Zacam | 2012-01-15 18:39:03 -0600 (Sun, 15 Jan 2012) | 1 line

RC3 BUILD STAGE COMMIT: Redux and version update to this commit.
------------------------------------------------------------------------
r8259 | Zacam | 2012-01-17 22:49:57 -0600 (Tue, 17 Jan 2012) | 1 line

RC3 Build Stage Commit: Correction to configure.ac and Revision bump to this commit version.
------------------------------------------------------------------------
« Last Edit: October 23, 2012, 01:33:39 pm by chief1983 »
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

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 Zacam

  • Magnificent Bastard
  • Administrator
  • 211
  • I go Sledge-O-Matic on Spammers
    • Minecraft
    • Steam
    • Twitter
    • ModDB Feature
Re: Release 3.6.14 Release Candidate 3
Never mind, apparently nothing to see here, I'll let somebody else fill in the details.
« Last Edit: January 18, 2012, 04:36:00 pm by Zacam »
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline jg18

  • A very happy zod
  • 210
  • can do more than spellcheck
Re: Release 3.6.14 Release Candidate 3
For the benefit of us non-modders, could you explain how to get the test missions working? Do I understand correctly that there are two missions to be used in testing, clippingtest and nebtest? Are both missions equally important for testing?

It also wouldn't hurt to remind people that -alwaysenforce , -listenergain and -percent_flashtobang should be added to the launcher's custom flags, e.g., copy "-alwaysenforce -listenergain 0.7 -percent_flashtobang 50" (just making up numbers for the example) to the custom flags box.

Finally, what should we be listening for, other than finding a combination of cmdline flag values that "sounds good"?

EDIT: It wouldn't hurt to suggest initial values for the parameters that people can then tweak, i.e., suggest actual numbers in place of the ones I made up and then tell people to copy the entire resulting string into their custom flags. It'd hopefully make getting the test set up a bit easier, too.
« Last Edit: January 18, 2012, 04:44:36 pm by jg18 »

 

Offline Valathil

  • ...And I would have had a custom title if it wasn't for you meddling kids!
  • 29
  • Custom Title? Wizards need no Custom Title!
Re: Release 3.6.14 Release Candidate 3
  • FSO Sound Device Selection: Built-in Output
  • Sound Device: Intel HDA 888 (Realtek)
  • Driver: Multibeast (tonymacx86.com) HDA 888 kext
  • OpenAL version:  Apple OpenAL 1.1
  • OpenAL Soft (version and type): Apple OpenAL 1.1 Software
  • Speaker Setup: Stereo
  • Settings found Acceptable: Default & flashtobang 75 for a little less audio crowding
« Last Edit: January 18, 2012, 05:40:04 pm by Valathil »
┏┓╋┏┓╋╋╋╋╋╋╋╋╋┏┓
┃┃╋┃┃╋╋╋╋╋╋╋╋╋┃┃
┃┃┏┫┃┏┳━━┓┏━━┓┃┗━┳━━┳━━┳━━┓
┃┃┣┫┗┛┫┃━┫┃┏┓┃┃┏┓┃┏┓┃━━┫━━┫
┃┗┫┃┏┓┫┃━┫┃┏┓┃┃┗┛┃┗┛┣━━┣━━┃
┗━┻┻┛┗┻━━┛┗┛┗┛┗━━┻━━┻━━┻━━┛

 

Offline Iss Mneur

  • 210
  • TODO:
Re: Release 3.6.14 Release Candidate 3
There are two test missions for demoing the effect of the bugs that we are trying to address. The sound code test missions are courtesy Axem.  The archive contains two mission files that you should just place in your data/missions folder or mediavps/data/missions folder.

The two missions are of equal equal importance.  One is a progression of the different storm types (which varies the amount of possibly overlapping thunder sounds), the other is a wing of fighters warping in shortly after the mission starts.  In both cases the intent is to listen for cracking in the sounds.  The default settings of the RC should/do prevent any cracking, however the knobs that are mentioned such as -donotenforce do causing the audio to crack on my system when the fighters warp in or when lighting is very frequent.

See QuantumDelta's demo video of the problem.  Note that the -listenergain as mentioned is the video is not available any longer because there was no debate about its effects (see this old post if it is really bothers you to try listenergain yourself).

The two knobs that can be tweaked are below, note that these flags will not be in the final version of 3.6.14.
  • -donotenforce = to turn off concurrent playback limit for sounds.
  • -percent_flashtobang = sets the default percentage of nebula flashes get converted to bangs.  Default is 50, max 100, min 0.

A response template lifted from Zacam in the original discussion thread.
Code: [Select]
[list]
[li][b]FSO Sound Device Selection:[/b] <to be filled in, copy from the launcher>[/li]
[li][b]Sound Device:[/b] <to be filled in>[/li]
[li][b]Driver:[/b] <to be filled in>[/li]
[li][b]OpenAL version:[/b]  <to be filled in>[/li]
[li][b]OpenAL Soft (version and type):[/b] <to be filled in>[/li]
[li][b]Speaker Setup:[/b] <to be filled in>[/li]
[li][b]Settings found Acceptable:[/b] <to be filled in>[/li]
[/list]

Example values for the above template (again lifted and modified from Zacam's OP):
  • FSO Sound Device Selection: Speakers (Creative SB X-Fi) via DirectSound
  • Sound Device: X-Fi Fatality XtremeGamer
  • Driver: Creative Sound Blaster X-Fi series driver 2.18.0015
  • OpenAL version:  2.0.7.0 Installer (OpenAL 1.1; OpenAL32.dll version 6.14.357.24; wrap_oal.dll version 2.2.0.5)
  • OpenAL Soft (version and type): 1.13, soft_oal.dll
  • Speaker Setup: 4.1 (Windows: Quadraphonic)
  • Settings found Acceptable: -percent_flashtobang 55

EDIT: It wouldn't hurt to suggest initial values for the parameters that people can then tweak, i.e., suggest actual numbers in place of the ones I made up and then tell people to copy the entire resulting string into their custom flags. It'd hopefully make getting the test set up a bit easier, too.
The defaults are the suggested initial values, which is what we are trying to evaluate (that the defaults will be acceptable to most people).

If a modder wants to change the defaults, see this the 7814 commit message.

EDIT: maybe I am done adding stuff, now that people are done deleting stuff and making suggestions :D
« Last Edit: January 18, 2012, 05:28:08 pm by Iss Mneur »
"I love deadlines. I like the whooshing sound they make as they fly by." -Douglas Adams
wxLauncher 0.9.4 public beta (now with no config file editing for FRED) | wxLauncher 2.0 Request for Comments

 

Offline technopredator

  • Does not compute
  • 27
  • Don't get mad, consequences are revenging you.
Re: Release 3.6.14 Release Candidate 3
Thx for your hard work guys!

 

Offline Rodo

  • Custom tittle
  • 212
  • stargazer
    • Minecraft
    • Steam
Re: Release 3.6.14 Release Candidate 3
So I was testing these builds today and something weird happened.

Not sure if it's because a problem with my fresh installment of FS (probably not, because with old builds it works just fine).

Well, here's the thing:

Apparently if you select a primary bank and you fire it until you deplete the weapons energy completely, that primary bank gets locked for a random (and very long) period of time.

here's my the debug:
Code: [Select]

==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.6.13.8259
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -noscalevid
  -spec
  -normal
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -fb_explosions
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod Testing,mediavps_3612
Building file index...
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\sathanas_bobbtmann_4096.vp' with a checksum of 0x8e4dc333
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\Testing\' ... 452 files
Searching root 'C:\Games\FreeSpace2\mediavps_3612\' ... 128 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\sathanas_bobbtmann_4096.vp' ... 18 files
Searching root 'C:\Games\FreeSpace2\' ... 8 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 22 roots and 14406 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on Altavoces (Realtek High Definition Audio)
  Capture device: Micrófono (Realtek High Definit
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTX 570/PCI/SSE2
  OpenGL Version   : 4.2.0

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (la-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (ba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (bga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbgsa-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbsa-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbgsea-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbsea-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgsna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbsna-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbsnea-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfba-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbga-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbgsa-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbsa-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbgsea-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbsea-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgsna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbsna-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbsnea-f.sdr)
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr

  Compiling post-processing shader 1 ...
  Compiling post-processing shader 2 ...
  Compiling post-processing shader 3 ...
  Compiling post-processing shader 4 ...
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: fxaapre-f.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 4.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
scripting.tbl(line 8:Warning: Token too long: [[Prom = tb.Primary.Weapons['Prometheus R']]].  Length = 43.  Max is 31.
WARNING: "scripting.tbl(line 8: Warning: Token too long: [[Prom = tb.Primary.Weapons['Prometheus R']]].  Length = 43.  Max is 31." at parselo.cpp:260
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 150 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 98 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
Weapon 'Hornet#Weak' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Harpoon#Weak' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Hornet#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Harpoon#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'Sath-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'Sobek-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'hud_gauges-hdg.tbm' ...
ANI damage1 with size 148x25 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'stars_new-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 514
Movie Error:  Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x8f5f3d48 -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.740 (0.740)
Frame  0 too long!!: frametime = 0.374 (0.374)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 0.337 (0.337)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
TBM  =>  Starting parse of 'newfireball-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
BMPMAN: Found EFF (exp01.eff) with 98 frames at 30 fps.
BMPMAN: Found EFF (exp02.eff) with 87 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "warp.pof"
 600
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
SHOCKWAVE =>  Loading default shockwave animation...
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 30 fps.
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'primarybanklocked'
Starting mission message count : 205
Ending mission message count : 205
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x8f5f3d48 -- "fighter01.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
OpenGL: Created 512x512 FBO!
ANI targhit1 with size 31x21 (34.4% wasted)
Adding default sun.
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xc0ade8e6 -- "support2t-01.pof"
Submodel 'bodyb' is detail level 1 of 'bodya'
Submodel 'bodyc' is detail level 2 of 'bodya'
Submodel 'bodyd' is detail level 3 of 'bodya'
Loading model 'support2v-01.pof'
IBX: Found a good IBX to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0xbca18023, IBX checksum: 0x16765db6 -- "support2v-01.pof"
Submodel 'hercb' is detail level 1 of 'herca'
Submodel 'hercc' is detail level 2 of 'herca'
Submodel 'hercd' is detail level 3 of 'herca'
About to page in ships!
ANI shield-f01 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
ANI Lamprey_Particle with size 92x86 (32.8% wasted)
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x821bc51b, IBX checksum: 0x5a0fae49 -- "rockeye.pof"
Submodel 'rockeye-b' is detail level 1 of 'rockeye-a'
Submodel 'rockeye-c' is detail level 2 of 'rockeye-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x4fcb12af, IBX checksum: 0xef8699b5 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x2c76000e, IBX checksum: 0x19f7f55e -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x11edee12, IBX checksum: 0x19816d20 -- "bombardier.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Loading model 'crossbow.pof'
No subsystems found for model "crossbow.pof".
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x885d0786 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x7c28aa13, IBX checksum: 0x837b58e3 -- "trebuchet.pof"
Loading model 'taga.pof'
IBX: Found a good IBX to read for 'taga.pof'.
IBX-DEBUG => POF checksum: 0x49bf2fa0, IBX checksum: 0xd359bff3 -- "taga.pof"
Submodel 'tagareal-b' is detail level 1 of 'tagareal-a'
Submodel 'tagareal-c' is detail level 2 of 'tagareal-a'
Loading model 'tagb.pof'
IBX: Found a good IBX to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x647d1541, IBX checksum: 0x419d0e2f -- "tagb.pof"
Submodel 'tagbreal-b' is detail level 1 of 'tagbreal-a'
Submodel 'tagbreal-c' is detail level 2 of 'tagbreal-a'
Loading model 'tagc.pof'
IBX: Found a good IBX to read for 'tagc.pof'.
IBX-DEBUG => POF checksum: 0x88691f47, IBX checksum: 0xcb7a4eef -- "tagc.pof"
Submodel 'tagc-b' is detail level 1 of 'tagc-a'
Submodel 'tagc-c' is detail level 2 of 'tagc-a'
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x484195d2, IBX checksum: 0xf272dc8a -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0xc03ac47f, IBX checksum: 0x21dd34b9 -- "stilettoII.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xdd26cdd3, IBX checksum: 0xf1867e03 -- "infyrno.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
BMPMAN: Found EFF (missilespew04.eff) with 20 frames at 30 fps.
Loading model 'belial.pof'
IBX: Found a good IBX to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0x99bae2a2, IBX checksum: 0x77d1d113 -- "belial.pof"
BMPMAN: Found EFF (missilespew02.eff) with 20 frames at 30 fps.
Loading model 'helios.pof'
IBX: Found a good IBX to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0xc75db1da, IBX checksum: 0x60bd5c91 -- "helios.pof"
Loading model 'EMPulse2.pof'
IBX: Found a good IBX to read for 'EMPulse2.pof'.
IBX-DEBUG => POF checksum: 0x9be783df, IBX checksum: 0x6b3340ef -- "EMPulse2.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x76256515 -- "cmeasure01.pof"
Loading model 'S_Hornet.pof'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
BMPMAN: Found EFF (smissile1-glow.eff) with 20 frames at 20 fps.
IBX: Found a good IBX to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xb2f69e71, IBX checksum: 0x2b3de38f -- "S_Hornet.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0x76d846b5, IBX checksum: 0xf7e6e8a2 -- "S_Harpoon.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x066a989a, IBX checksum: 0x8d7227a4 -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x0cb49c79 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof"
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI Lamprey_Impact.ani with size 80x80 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI weapons1_b.ani with size 150x20 (37.5% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI shield-f01.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
ANI Lamprey_Particle.ani with size 92x86 (32.8% wasted)
User bitmap 'TMP308x190+16'
User bitmap 'TMP337x206+16'
User bitmap 'TMP69x119+16'
User bitmap 'TMP231x145+16'
User bitmap 'TMP273x158+16'
User bitmap 'TMP319x174+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1942/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 231,  Estimated count = 425
================================================
SCRIPTING: Starting flashy deaths script loading

Class: gtf ulysses
FRM: 1
FE: 1

Class: gtf hercules
FRM: 1
FE: 1

Class: gtf hercules mark ii
FRM: 1
FE: 1

Class: gtf ares
FRM: 1
FE: 1

Class: gtf erinyes
FRM: 1
FE: 1

Class: gtf loki
FRM: 1
FE: 1

Class: gtf pegasus
FRM: 1
FE: 1

Class: gtf perseus
FRM: 1
FE: 1

Class: gtf myrmidon
FRM: 1
FE: 1

Class: sf mara (terrans)
FRM: 1
FE: 1

Class: gtb artemis
FRM: 1
FE: 1

Class: gtb artemis d.h.
FRM: 1
FE: 1

Class: gtb medusa
FRM: 1
FE: 1

Class: gtb ursa
FRM: 1
FE: 1

Class: gtb zeus
FRM: 1
FE: 1

Class: gtb boanerges
FRM: 1
FE: 1

Class: gtdr amazon
FRM: 1
FE: 1

Class: gtdr amazon advanced
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: gts hygeia
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: gtfr triton
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: tc-tri
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: gtfr poseidon
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: tc 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: tsc 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: tac 1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: ttc 1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: gtc fenris
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtm hippocrates
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtc leviathan
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtsc faustus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtg zephyrus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: gta charybdis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.5
BEDu: 6000
BEDM: 2.5

Class: gtd orion
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd hecate
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#2 (bastion)
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd hades
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti arcadia
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtva colossus
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: gtcv deimos
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: gtc aeolus
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ntf iceni
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ntf boadicea
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtt elysium
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: gtt argo
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: gti ganymede
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: knossos
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.8
BEDu: 12000
BEDM: 2.5

Class: gtsg watchdog
FRM: 1
FE: 1

Class: gtsg cerberus
FRM: 1
FE: 1

Class: gtsg alastor
FRM: 1
FE: 1

Class: gtep hermes
FRM: 1
FE: 1

Class: tc-meson bomb
FRM: 4
FE: 6
BE: 0.8
BEDu: 10000
BEDM: 10

Class: gtsg mjolnir
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtsg mjolnir#home
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gvf seth
FRM: 1
FE: 1

Class: gvf horus
FRM: 1
FE: 1

Class: gvf thoth
FRM: 1
FE: 1

Class: gvf serapis
FRM: 1
FE: 1

Class: gvf tauret
FRM: 1
FE: 1

Class: gvb sekhmet
FRM: 1
FE: 1

Class: gvb osiris
FRM: 1
FE: 1

Class: gvb bakha
FRM: 1
FE: 1

Class: gvf ptah
FRM: 1
FE: 1

Class: gvs nephthys
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: gvt isis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: pvfr ma'at
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: gvfr bes
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: vac 5
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: vac 4
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: gvfr satis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: gvg anuket
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: gvc aten
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gvc mentu
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gvcv sobek
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: gvd typhon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gvsg ankh
FRM: 1
FE: 1

Class: gvsg edjo
FRM: 1
FE: 1

Class: gvep ra
FRM: 1
FE: 1

Class: gva setekh
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.5
BEDu: 6000
BEDM: 2.5

Class: gvd hatshepsut
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sf dragon
FRM: 1
FE: 1

Class: sf basilisk
FRM: 1
FE: 1

Class: sf manticore
FRM: 1
FE: 1

Class: sf aeshma
FRM: 1
FE: 1

Class: sf mara
FRM: 1
FE: 1

Class: sf astaroth
FRM: 1
FE: 1

Class: sb nephilim
FRM: 1
FE: 1

Class: sb taurvi
FRM: 1
FE: 1

Class: sb nahema
FRM: 1
FE: 1

Class: sb seraphim
FRM: 1
FE: 1

Class: st azrael
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: sfr dis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: sac 3
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: sfr mephisto
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: sc 5
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: sfr asmodeus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: sac 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: sc lilith
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: sc rakshasa
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: sd demon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd ravana
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd lucifer
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ssg trident
FRM: 1
FE: 1

Class: ssg belial
FRM: 1
FE: 1

Class: ssg rahu
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: scv moloch
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: sj sathanas
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: shivan comm node
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: sred
BEI: 0.2
BEDu: 200
BEDi: 100

Class: lred
BEI: 0.2
BEDu: 600
BEDi: 300

Class: bfred
BEI: 0.2
BEDu: 2100
BEDi: 1050

Class: terslash
BEI: 0.2
BEDu: 350
BEDi: 175

Class: lterslash
BEI: 0.2
BEDu: 150
BEDi: 75

Class: bfgreen
BEI: 0.2
BEDu: 1900
BEDi: 950

Class: lrbgreen
BEI: 0.2
BEDu: 1900
BEDi: 950

Class: bgreen
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: sgreen
BEI: 0.2
BEDu: 210
BEDi: 105

Class: svas
BEI: 0.2
BEDu: 350
BEDi: 175

Class: bvas
BEI: 0.2
BEDu: 1100
BEDi: 550

Class: vslash
BEI: 0.2
BEDu: 750
BEDi: 375

Class: green beam
BEI: 0.2
BEDu: 200
BEDi: 100

Class: mjolnirbeam
BEI: 0.2
BEDu: 750
BEDi: 375

Class: mjolnirbeam#home
BEI: 0.2
BEDu: 400
BEDi: 200

Class: cyclops
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: cyclops#short
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: rebel bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 400
BEDi: 200

Class: helios
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400

Class: unknown bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 1500
BEDi: 750

Class: unknown megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 3200
BEDi: 1600

Class: shivan bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: shivan bomb#short
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: shivan weak bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 400
BEDi: 200

Class: shivan megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400

Class: fusion mortar
FR: 20
FE: 6
BEI: 0.2
BEDu: 80
BEDi: 40

Class: vasudan flux cannon
FR: 20
FE: 6
BEI: 0.4
BEDu: 500
BEDi: 250
MediaVPs: Flaming debris script ACTIVE!
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
Loading model 'fighter06.pof'
IBX: Found a good IBX to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xc5eced1d, IBX checksum: 0x713dda25 -- "fighter06.pof"
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0xb236e2c1, IBX checksum: 0x153c31b5 -- "fighter2t-02.pof"
Loading model 'bonus2t-02.pof'
IBX: Found a good IBX to read for 'bonus2t-02.pof'.
IBX-DEBUG => POF checksum: 0xcc6ff113, IBX checksum: 0x5028ad1c -- "bonus2t-02.pof"
Loading model 'fighter2t-04.pof'
IBX: Found a good IBX to read for 'fighter2t-04.pof'.
IBX-DEBUG => POF checksum: 0xe611ce17, IBX checksum: 0x97cf5fc2 -- "fighter2t-04.pof"
Loading model 'fighter13.pof'
IBX: Found a good IBX to read for 'fighter13.pof'.
IBX-DEBUG => POF checksum: 0x1ded4cfa, IBX checksum: 0x49a4ec4c -- "fighter13.pof"
Loading model 'fighter2t-01.pof'
IBX: Found a good IBX to read for 'fighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x1934a7e5, IBX checksum: 0xabda126a -- "fighter2t-01.pof"
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0x437b0cfb, IBX checksum: 0x7a6fa692 -- "fighter2t-03.pof"
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xbfb37609, IBX checksum: 0x207ec69a -- "fighter2t-05.pof"
Loading model 'fighter2s-02.pof'
BMPMAN: Found EFF (fighter2s-02-glow.eff) with 37 frames at 25 fps.
IBX: Found a good IBX to read for 'fighter2s-02.pof'.
IBX-DEBUG => POF checksum: 0xb49c4402, IBX checksum: 0x6578262c -- "fighter2s-02.pof"
Loading model 'Bomber2T-03.pof'
IBX: Found a good IBX to read for 'Bomber2T-03.pof'.
IBX-DEBUG => POF checksum: 0xd02b1bbd, IBX checksum: 0xf53ed53f -- "Bomber2T-03.pof"
Loading model 'Bonus2t-01.pof'
IBX: Found a good IBX to read for 'Bonus2t-01.pof'.
IBX-DEBUG => POF checksum: 0xf10b290a, IBX checksum: 0x2f27e40e -- "Bonus2t-01.pof"
Submodel 'hercd' is detail level 3 of 'herca'
Submodel 'hercb' is detail level 1 of 'herca'
Submodel 'hercc' is detail level 2 of 'herca'
Loading model 'bomber04.pof'
IBX: Found a good IBX to read for 'bomber04.pof'.
IBX-DEBUG => POF checksum: 0x4fac00b7, IBX checksum: 0x76d1642b -- "bomber04.pof"
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret01b-destroyed' is detail level 1 of 'turret01a-destroyed'
Loading model 'bomber05.pof'
IBX: Found a good IBX to read for 'bomber05.pof'.
IBX-DEBUG => POF checksum: 0xd59519de, IBX checksum: 0xb2d8603e -- "bomber05.pof"
Loading model 'bomber09.pof'
IBX: Found a good IBX to read for 'bomber09.pof'.
IBX-DEBUG => POF checksum: 0x59c15d34, IBX checksum: 0xffa1fdf0 -- "bomber09.pof"
Loading model 'bomber2t-01.pof'
IBX: Found a good IBX to read for 'bomber2t-01.pof'.
IBX-DEBUG => POF checksum: 0x13bb548d, IBX checksum: 0xad039fff -- "bomber2t-01.pof"
Submodel 'bomb0x-d' is detail level 3 of 'bomb0x-a'
Submodel 'bomb0x-c' is detail level 2 of 'bomb0x-a'
Submodel 'bomb0x-b' is detail level 1 of 'bomb0x-a'
Loading model 'fighter2v-04.pof'
IBX: Found a good IBX to read for 'fighter2v-04.pof'.
IBX-DEBUG => POF checksum: 0x39df6a96, IBX checksum: 0x00831aba -- "fighter2v-04.pof"
Submodel 'hercb' is detail level 1 of 'herca'
Submodel 'hercc' is detail level 2 of 'herca'
Submodel 'hercd' is detail level 3 of 'herca'
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconflail with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconPromS with size 56x24 (25.0% wasted)
ANI iconNewton with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconCirce with size 56x24 (25.0% wasted)
ANI iconLich with size 56x24 (25.0% wasted)
Loading model 'tempest_tech.pof'
IBX: Found a good IBX to read for 'tempest_tech.pof'.
IBX-DEBUG => POF checksum: 0x457ab425, IBX checksum: 0xc444d920 -- "tempest_tech.pof"
Loading model 'newhornet_tech.pof'
IBX: Found a good IBX to read for 'newhornet_tech.pof'.
IBX-DEBUG => POF checksum: 0xe97f1fa7, IBX checksum: 0xb0958a83 -- "newhornet_tech.pof"
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0xe793cd75 -- "crossbow_tech.pof"
Loading model 'trebuchet_tech.pof'
IBX: Found a good IBX to read for 'trebuchet_tech.pof'.
IBX-DEBUG => POF checksum: 0xdf1a4879, IBX checksum: 0x7c3ba1e5 -- "trebuchet_tech.pof"
Loading model 'piranha_tech.pof'
IBX: Found a good IBX to read for 'piranha_tech.pof'.
IBX-DEBUG => POF checksum: 0x4334dee5, IBX checksum: 0x19e212e4 -- "piranha_tech.pof"
Loading model 'stilettoII_tech.pof'
IBX: Found a good IBX to read for 'stilettoII_tech.pof'.
IBX-DEBUG => POF checksum: 0xf50214c4, IBX checksum: 0xc31b26fb -- "stilettoII_tech.pof"
Loading model 'helios_tech.pof'
IBX: Found a good IBX to read for 'helios_tech.pof'.
IBX-DEBUG => POF checksum: 0x551ec88b, IBX checksum: 0x8b95c0de -- "helios_tech.pof"
Loading model 'empulse2_tech.pof'
IBX: Found a good IBX to read for 'empulse2_tech.pof'.
IBX-DEBUG => POF checksum: 0x55e483b3, IBX checksum: 0xd4e0b3b7 -- "empulse2_tech.pof"
Frame  0 too long!!: frametime = 28.545 (28.545)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  41.519
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Thu Jan 19 18:42:34 2012

Should I upload this to mantis or this is a failure of my fs installment?
el hombre vicio...

 

Offline Commander Zane

  • 212
  • Spoot Knight of Anvils
Re: Release 3.6.14 Release Candidate 3
So I was testing these builds today and something weird happened.

Not sure if it's because a problem with my fresh installment of FS (probably not, because with old builds it works just fine).

Well, here's the thing:

Apparently if you select a primary bank and you fire it until you deplete the weapons energy completely, that primary bank gets locked for a random (and very long) period of time.

here's my the debug:

*Log omitted*

Should I upload this to mantis or this is a failure of my fs installment?
I was just noticing the same thing myself at this very moment.

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: Release 3.6.14 Release Candidate 3
Okay, that's three times I've heard this now. To the Mantis!
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Valathil

  • ...And I would have had a custom title if it wasn't for you meddling kids!
  • 29
  • Custom Title? Wizards need no Custom Title!
Re: Release 3.6.14 Release Candidate 3
Fixed It!!!
┏┓╋┏┓╋╋╋╋╋╋╋╋╋┏┓
┃┃╋┃┃╋╋╋╋╋╋╋╋╋┃┃
┃┃┏┫┃┏┳━━┓┏━━┓┃┗━┳━━┳━━┳━━┓
┃┃┣┫┗┛┫┃━┫┃┏┓┃┃┏┓┃┏┓┃━━┫━━┫
┃┗┫┃┏┓┫┃━┫┃┏┓┃┃┗┛┃┗┛┣━━┣━━┃
┗━┻┻┛┗┻━━┛┗┛┗┛┗━━┻━━┻━━┻━━┛

 

Offline Veers

  • 29
Re: Release 3.6.14 Release Candidate 3
The Wizard strikes again  ;)

Excellent work everyone!
Current Activities/Projects: Ideas and some storyline completed.

ArmA 2&3 Mission Designer and player.


WoD - I like Crystal. <3

 

Offline technopredator

  • Does not compute
  • 27
  • Don't get mad, consequences are revenging you.
Re: Release 3.6.14 Release Candidate 3
HLP also has Ninja Coders :o  :v:

So this is gonna be available in the latest nightly?

 

Offline Iss Mneur

  • 210
  • TODO:
Re: Release 3.6.14 Release Candidate 3
HLP also has Ninja Coders :o  :v:

So this is gonna be available in the latest nightly?
We do not publish nightlies while in an RC phase, the fix will be in the next nightly.

Though if this bug is as prevent as it seems it is, we may need to release a RC3a just so that RC3 is not a complete write off.
"I love deadlines. I like the whooshing sound they make as they fly by." -Douglas Adams
wxLauncher 0.9.4 public beta (now with no config file editing for FRED) | wxLauncher 2.0 Request for Comments

 

Offline chief1983

  • Still lacks a custom title
  • Moderator
  • 212
  • ⬇️⬆️⬅️⬅️🅰➡️⬇️
    • Minecraft
    • Skype
    • Steam
    • Twitter
    • Fate of the Galaxy
Re: Release 3.6.14 Release Candidate 3
We can still wait for any more input about the sound test mission and then do an RC4.  I was hoping we could get that graphical corruption bug fixed too, or at least see if it is in .14 first.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

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 Alan Bolte

  • 28
  • Deneb III
    • @Compellor
Re: Release 3.6.14 Release Candidate 3
Repeatable assert when restarting clippingtest.fs2:

Code: [Select]
Assert: slot->ship_class >= 0
File: missionweaponchoice.cpp
Line: 3286

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! WinAssert + 208 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! wl_update_parse_object_weapons + 62 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! wss_direct_restore_loadout + 241 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! game_enter_state + 1086 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! game_process_event + 426 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! game_main + 782 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! WinMain + 330 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
Code: [Select]
Assert: be->type != BM_TYPE_NONE
File: bmpman.cpp
Line: 1656

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! WinAssert + 208 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! bm_lock + 614 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! opengl_create_texture + 377 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! gr_opengl_tcache_set_internal + 177 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! gr_opengl_tcache_set + 118 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! opengl_render_internal + 225 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! gr_opengl_render + 88 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! gr_bitmap + 540 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! gr_opengl_flip + 164 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! gr_flip + 96 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! gr_opengl_cleanup + 90 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! gr_close + 84 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! doexit + 266 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! exit + 18 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! WinAssert + 407 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! wl_update_parse_object_weapons + 62 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! wss_direct_restore_loadout + 241 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! game_enter_state + 1086 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! game_process_event + 426 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! game_main + 782 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! WinMain + 330 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_14_RC3_DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
Also:
  • FSO Sound Device Selection: Generic Software
  • Sound Device: Microsoft LifeChat LX3000
  • Driver: Microsoft driver 6.1.7601.17514
  • OpenAL version:  2.0.7.0 Installer
(I had an old dll in the fs2 directory but I removed it, reinstalled, and retested)
  • OpenAL Soft (version and type): I don't think so
  • Speaker Setup: headphones
  • Settings found Acceptable: Default. I think I heard a pop once, but I can't repeat it.

As to the nebula test, I can't hear anything at all.
Oh, wait, nebula lightning noise is turned off in debug builds? I never noticed that before.

I sort-of prefer -percent_flashtobang 100 because it's weird when you see a lighting strike right in front of you and don't hear anything. On the other hand, even 50 is a lot of noise in an active storm, and the effect doesn't sound that great to begin with.

[attachment deleted by a ninja]
« Last Edit: January 23, 2012, 04:08:34 pm by Alan Bolte »
Anything worth doing is worth analyzing to death -Iranon

 

Offline niffiwan

  • 211
  • Eluder Class
Re: Release 3.6.14 Release Candidate 3
  • FSO Sound Device Selection:Pulseaudio Software
  • Sound Device:SB Audigy
  • Driver: snd_emu10k1 with kernel 2.6.32-37-generic
  • OpenAL version: 1:1.12.854-0ubuntu1~lucid1
  • OpenAL Soft (version and type): same as above?
  • Speaker Setup: Headphones
  • Settings found Acceptable: defaults, -donotenforce produced clipping only with the 12 fighters warp-in
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline jg18

  • A very happy zod
  • 210
  • can do more than spellcheck
Re: Release 3.6.14 Release Candidate 3
  • FSO Sound Device Selection: Built-in Output
  • Sound Device: Intel HDA Audio ID 48? (sorry OS X System Information isn't very detailed)
  • Driver: Um the standard Apple driver for OS X 10.7.2 mid-2007 iMac?
  • OpenAL version: Apple OpenAL 1.1
  • OpenAL Soft (version and type): Apple OpenAL 1.1 Software
  • Speaker Setup: Headphones
  • Settings found Acceptable: Default & -percent_flashtobang 55 (75 and 65 were too much for me, default was slightly eh but OK)

 

Offline technopredator

  • Does not compute
  • 27
  • Don't get mad, consequences are revenging you.
Re: Release 3.6.14 Release Candidate 3
Where can I get this info?

  

Offline KyadCK

  • 29
  • Getting better with every game
    • Minecraft
    • Steam
Re: Release 3.6.14 Release Candidate 3
Where can I get this info?

About 13 posts up, otherwise by looking around at what openal stuff you have as well as your sound settings. most are pretty self explanatory.
Freespace Wallpapers     BluePlanet Multi     Minecraft Deimos Build Log
Need help setting up Multi? Then join us on the Multi-Setup IRC channel!
Computers only fear those who know how to use them

 

Offline Alan Bolte

  • 28
  • Deneb III
    • @Compellor
Re: Release 3.6.14 Release Candidate 3
I think Straight, No Chaser is going to be the real test mission of choice here, though it takes a few minutes to ramp up. A very active storm, ships warping in, beams and flak and voice simultaneously - it's a mess. Lots and lots of clipping for me, and I've now tried installing openal soft and using directsound - just seemed to make it worse than Generic Software. I'm going to reduce flashtobang and see what i can get.

EDIT: Eugh, even reducing percent_flashtobang to 25 doesn't help. There's just so much going on near the end of that mission - I'm not only getting clipping, but also some sort of stuttering, i.e. Command is repeating words.
« Last Edit: January 25, 2012, 03:16:34 am by Alan Bolte »
Anything worth doing is worth analyzing to death -Iranon