Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: chief1983 on January 06, 2013, 11:20:33 pm

Title: Release 3.6.16 Release Candidate 1
Post by: chief1983 on January 06, 2013, 11:20:33 pm
Final here. (http://www.hard-light.net/forums/index.php?topic=83577.0) Go there.
(http://scp.indiegames.us/img/irrelephant.jpg)

After a brief interlude, we have a 3.6.16 RC1 build, and Mantis' open issue list has been cut by almost 2/3s!  This is based on revision 9482.  Build filenames for Windows in that revision differ from what is below, that is committed to a revision after this and RC2 or final will have matching Windows output filenames between SVN and the released files.
Previous 3.6.14 Release Thread (http://www.hard-light.net/forums/index.php?topic=82648.0)

Important!!
As always, you need OpenAL installed.  Linux and OS X come with it but Windows users will need to get Creative's OpenAL installer (http://connect.creativelabs.com/openal/Downloads/oalinst.zip).

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

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

Known issues:


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

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

fs2_open_3_6_16_RC1.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_16_RC1.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_16_RC1.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_16_RC1.zip))
This one is based on the SSE2 Optimizations from the MSVC Compiler.
MD5: 70b3e4d0360b9880bce3946958e2511a

fs2_open_3_6_16_RC1_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_16_RC1_SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_16_RC1_SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_16_RC1_SSE.zip))
This one is based on the SSE Optimizations from the MSVC Compiler.
MD5: 005d61c0528a784b7c0384a0041c0c16

fs2_open_3_6_16_RC1_NO-SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_16_RC1_NO-SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_16_RC1_NO-SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_16_RC1_NO-SSE.zip))
MD5: 44afcb935fc4a23b6cdaafa276bd9d20

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


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

Inferno Build
FS2_Open-3.6.16_RC1.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.16_RC1.dmg) (Mirror (http://scp.fsmods.net/builds/OSX/FS2_Open-3.6.16_RC1.dmg)) (Mirror (http://scp.indiegames.us/builds/OSX/FS2_Open-3.6.16_RC1.dmg))
MD5: 4c1023063ce67d7eeb15e07474e557fe


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

Inferno Build
fs2_open_3.6.16_RC1.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3.6.16_RC1.tar.bz2) (Mirror (http://scp.fsmods.net/builds/LINUX/fs2_open_3.6.16_RC1.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/LINUX/fs2_open_3.6.16_RC1.tar.bz2))
MD5: 4d512b754ef8039ee1358431b1617743


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

Inferno Build
fs2_open_3.6.16_RC1.tar.bz2 (http://swc.fs2downloads.com/builds/FREEBSD/fs2_open_3.6.16_RC1.tar.bz2) (Mirror (http://scp.fsmods.net/builds/FREEBSD/fs2_open_3.6.16_RC1.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/FREEBSD/fs2_open_3.6.16_RC1.tar.bz2))
MD5: cea9d7ad6e86d212edc3921f3d8f24bf

Source Code Export
fs2_open_3_6_16_RC1_src.tgz (http://swc.fs2downloads.com/builds/fs2_open_3_6_16_RC1_src.tgz) (Mirror (http://scp.fsmods.net/builds/fs2_open_3_6_16_RC1_src.tgz)) (Mirror (http://scp.indiegames.us/builds/fs2_open_3_6_16_RC1_src.tgz))
MD5: 1683c7cbc0425bff938a632ec1995e09


Changelog since 3.6.14:
( Additionally, see here: 3.6.13 Changelog (since 3.6.12) (http://www.hard-light.net/forums/index.php?topic=69362.0) )
Trunk SVN Log (http://svn.icculus.org/fs2open/trunk/fs2_open/?date=all&view=query), 3.6.16 is completely in sync with trunk aside from commits to modify build filenames and versioning.


EDIT: Fixed the "Target 3.6.16" link  // G5K
Title: Re: Release 3.6.16 Release Candidate 1
Post by: headdie on January 07, 2013, 02:54:59 am
Awesome New Years present guys :D
Title: Re: Release 3.6.16 Release Candidate 1
Post by: Echelon9 on January 07, 2013, 08:19:48 am
...
(http://scp.indiegames.us/img/mac-icon.png) OS X Builds
Compiled on Xcode 3.2.6

Inferno Build
FS2_Open-3.6.14.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.14.dmg) (Mirror (http://scp.fsmods.net/builds/OSX/FS2_Open-3.6.14.dmg)) (Mirror (http://scp.indiegames.us/builds/OSX/FS2_Open-3.6.14.dmg))
MD5: 4c1023063ce67d7eeb15e07474e557fe

...

I've updated the Mac Xcode 4 project files to reflect the 3.6.16 RC phase (https://svn.icculus.org/fs2open?view=rev&revision=9491).

Currently it looks like this thread has the older 3.6.14 based Mac builds only.
Title: Re: Release 3.6.16 Release Candidate 1
Post by: chief1983 on January 07, 2013, 10:29:10 am
We weren't committing any of these version number changes to trunk, only the 3.6.16 branch.  And I'm not sure what you mean, the builds in this thread should all have been from the 3.6.16 branch, and you can see where the Xcode and Xcode 4 projects had their versions bumped at here (http://svn.icculus.org/fs2open?view=rev&revision=9469).
Title: Re: Release 3.6.16 Release Candidate 1
Post by: jg18 on January 07, 2013, 11:02:50 am
chief, I think he means two things:

(1) The posted Mac builds are 3.6.14, not 3.6.16 RC1.

(2) The builds are still listed as "Inferno Build", but I thought we did away with that name, since the Inferno build is now the default build.

Also, just wondering, will there be Xcode 4 builds for whichever OS X versions it supports (10.7+? 10.6+?) and Xcode 3 builds for previous OS X versions?
Title: Re: Release 3.6.16 Release Candidate 1
Post by: chief1983 on January 07, 2013, 11:07:43 am
Ah.  Ok, I did doublecheck and yeah, didn't think after editing the post in Notepad and then making it, that I could have missed updating the links but I did.  Gotta make a better release post template method I guess.  The OS X links now link to the right builds.  The Inferno designation is still there because they are still Inferno builds, with the Inferno flag enabled.  Antipodes is where more of the move away from Inferno separation has been done, but even that is just flipping the switch to be the other way around.  The switch for Inferno or not Inferno is essentially still there everywhere in the codebase.

Why do we need Xcode 4 builds?  To my knowledge, the Xcode 3 builds should still run on all the platforms we can support.  I currently run the Xcode 3 builds on 10.7.  I don't know how well they run on 10.8 yet.
Title: Re: Release 3.6.16 Release Candidate 1
Post by: jg18 on January 07, 2013, 11:30:03 am
As for Inferno, well I thought that since they're now the default, listing them as Inferno builds could cause confusion, given that Inferno isn't in the executable name anymore.

As for Xcode 4, I didn't know if there were performance enhancements/optimizations or the like that made it preferable to Xcode 3 for the OS X versions that it supports (I've never used 4). If there aren't, then never mind.
Title: Re: Release 3.6.16 Release Candidate 1
Post by: chief1983 on January 07, 2013, 11:37:50 am
There may be.  But I wasn't going to change projects after .14's long RC phase started, and I wasn't going to change them between .14 and .16 and increase the room for error.  When we merge antipodes into trunk I will probably move to MSVC2010 for Windows, and think about switching to Xcode 4 for release builds for OS X.  However, the Xcode 4 in the App Store is currently only shipping with Lion and up SDKs.  I don't know if the Lion SDK can even target Snow Leopard, but there's no reason I think we shouldn't still be able to support Leopard even at least, other than Apple keeps wanting to stop supporting the older platforms immediately upon a new OS release.  I might be able to copy over the older SDK from Xcode 3 or an older Xcode 4 and make it work with the latest Xcode, but I won't be doing that for 3.6.16.  Just sticking with what works.
Title: Re: Release 3.6.16 Release Candidate 1
Post by: Trivial Psychic on January 07, 2013, 09:12:22 pm
I don't wish to be picky, but don't release candidates usually have Sim-Speak enabled?
Title: Re: Release 3.6.16 Release Candidate 1
Post by: chief1983 on January 07, 2013, 09:48:22 pm
It's always something...I'll get that fixed for whatever the next release is.
Title: Re: Release 3.6.16 Release Candidate 1
Post by: Rodo on January 09, 2013, 02:04:32 pm
Ok, so I'm having a STRANGE problem:

I'm fredding some random mission right, changing this and that and then I go to some fighter and change the type of ship to a different fighter, say... from Uly to Herc II.
Save and run the mission from the techroom, when I get inside my ship is STILL a Uly and I'm like...WTF?

So, does the game save a chache of missions or something like that? cause this is driving me crazy :(
Note that I suspect this affects more than just ship types, I can see other changes I've made haven't been applied.

I can provide a test mission, but somehow I think it will not matter, because of the high probability of this being a cache problem of some kind.

EDIT: it's easy to test, just make a new mission, place two fighters and form alpha wing with those, then save and play.
Close FS2 and return to FRED, change your fighter to something else and save, now test again. That should do it.
Title: Re: Release 3.6.16 Release Candidate 1
Post by: FUBAR-BDHR on January 09, 2013, 03:08:27 pm
It's supposed to save your selected ship type for that mission.  As long as the old ship type is still a valid loadout ship you get it as the default.  There was a bug where this was not working properly all the time that was fixed. 
Title: Re: Release 3.6.16 Release Candidate 1
Post by: chief1983 on January 11, 2013, 10:47:53 am
So I know this coincided with a big BP release, but I'm interested in hearing any testing results from this build, good or bad.  So if you've already downloaded it and played around with this release a bit, please let us know how it went for you.
Title: Re: Release 3.6.16 Release Candidate 1
Post by: mjn.mixael on January 11, 2013, 02:04:58 pm
Ok, so I'm having a STRANGE problem:

I'm fredding some random mission right, changing this and that and then I go to some fighter and change the type of ship to a different fighter, say... from Uly to Herc II.
Save and run the mission from the techroom, when I get inside my ship is STILL a Uly and I'm like...WTF?

So, does the game save a chache of missions or something like that? cause this is driving me crazy :(
Note that I suspect this affects more than just ship types, I can see other changes I've made haven't been applied.

I can provide a test mission, but somehow I think it will not matter, because of the high probability of this being a cache problem of some kind.

EDIT: it's easy to test, just make a new mission, place two fighters and form alpha wing with those, then save and play.
Close FS2 and return to FRED, change your fighter to something else and save, now test again. That should do it.

This is not an issue. FUBAR already explained that his is a result of intended behavior. FSO is pre-loading your last loadout for the mission, regardless of what the new default loadouts are. It's supposed to do this. As proof, do this variation of your test...

just make a new mission, place two fighters (ShipX) and form alpha wing with those, then save and load the mission in FSO. Change your ship from the default (ShipX) to any ship (ShipY). Any ship will do. Play the mission. Close FS2 and return to FRED, change your fighter to something else (Not ShipX or ShipY) and save, now test again. That should do it. FSO will pre-load ShipY because that's the last loadout you used for the mission.

Again, this is intended behavior.

If you need the default loadout, use the 'Reset' button for the ships and weapon loadout screens.
Title: Re: Release 3.6.16 Release Candidate 1
Post by: Rodo on January 11, 2013, 02:35:59 pm
oh I think I'm getting what you're going to now, so it's loading the previous ship because FS2 thinks I selected that one the last time I played the mission? Fair enough then, no issue there.
Title: Re: Release 3.6.16 Release Candidate 1
Post by: mjn.mixael on January 18, 2013, 11:55:49 pm
Been working with RC1 since it was posted. Seems pretty solid. Nothing major to report.
Title: Re: Release 3.6.16 Release Candidate 1
Post by: HAZARDLEADER on January 19, 2013, 11:40:19 am
Works pretty good for me. The only thing that I have to do is "Disable GLSL support" or the ships will appear with clear black textures. (Screen shot attached)  It probably has something to do with my 7 year old video card.  Other than that, my computer runs this build without a problem.



[attachment deleted by a basterd]
Title: Re: Release 3.6.16 Release Candidate 1
Post by: Rodo on January 20, 2013, 12:20:17 pm
Question:
Is it normal for the ship-invisible sexp to turn off the auto-targeting mode for the player?

test mission attached.

[attachment deleted by a basterd]
Title: Re: Release 3.6.16 Release Candidate 1
Post by: Goober5000 on January 20, 2013, 02:26:31 pm
Yes, both targeting and auto-targeting are explicitly deactivated if the ship is targeted.

Code: [Select]
if (!visible && Player_ai->target_objnum == Ships[shipnum].objnum) {
hud_cease_targeting();
}
Title: Re: Release 3.6.16 Release Candidate 1
Post by: chief1983 on January 20, 2013, 04:11:07 pm
Thanks for the reports guys.
Title: Re: Release 3.6.16 Release Candidate 1
Post by: Rodo on January 20, 2013, 06:07:01 pm
Is there a way to avoid this, or to turn back on the auto targeting option with another sexp?
I was not expecting it to do that :S
Title: Re: Release 3.6.16 Release Candidate 1
Post by: Yarn on January 27, 2013, 01:45:19 am
Apparently, the AI forgot how to attack subsystems properly over two years ago. I created a Mantis ticket on this here (http://scp.indiegames.us/mantis/view.php?id=2780).
Title: Re: Release 3.6.16 Release Candidate 1
Post by: Arpit on January 29, 2013, 07:09:56 am
I have a problem:

When in FRED, I put ships and in the Misc Tab in Ships Editor and check the flags, stealth and invisible to friendlies when stealthed, and test it, the game crashes the moment those ships jump in.

Can anybody give me a solution?
Title: Re: Release 3.6.16 Release Candidate 1
Post by: Goober5000 on January 29, 2013, 09:52:02 am
Can you post a Mantis ticket and attach that mission?
Title: Re: Release 3.6.16 Release Candidate 1
Post by: mjn.mixael on January 29, 2013, 10:17:05 am
What, I'd rather see a debug log and/or the mission before anything goes to Mantis. I use that flag combination all the time and don't get crashes. Based on the information given, it could just as likely me a model issue or a mod hierarchy problem. There's way too little information here to expect a code bug.
Title: Re: Release 3.6.16 Release Candidate 1
Post by: Goober5000 on January 29, 2013, 12:35:54 pm
You're jumping to conclusions.  I wanted to rule out a mission problem, which is why I asked him to attach the mission (though the debug log would have been a good thing to add).  I wanted him to post a ticket because it's better than trying to debug something within the RC1 thread.
Title: Re: Release 3.6.16 Release Candidate 1
Post by: Arpit on January 30, 2013, 02:57:54 am
There's way too little information here to expect a code bug.

Full description of problem:

I am playing Blue Planet : Tenebra with these executables and have made some changes to the tables.

Changes:

- Removed all $Glowpoint override  sections form both bp-ship.tbm and bp2-ship.tbm because they were not compatible with 3.6.16 executables.
- Merged mainhall tables and removed +name sections from them as they were too causing errors.
- Lastly opened the campaign files to incorporate the above mainhall changes (mainhall index,etc). (I did not make any changes to the mission files)

Sorry for doing all this, but the latest Blue Planet builds (I checked on 29th January in the topic: The Blue Planet build repository) do not work and crash while the debug version gives me the vec3d error while playing.

Now with all the adjustments above, I was able to play Tenebra until the mission 'One Future' came. In this mission all works well until servil gywilm ( or someone like that ) arrives. On his arrival, my game stops and I get the message Freespace Open has stopped responding (It appears automatically without any key press). I opened the mission in FRED and saw that there were some friendly stealth fighters also which arrived at the same time with those flags I mentioned above.

So here's the problem, I think there is a high probability that these stealth fighters are the error(one ulysses and three medusas, I don't think so) or maybe the key-pressed scripts(although they must give error at the start of mission and not at that time).

Other missions like Her Finest Hour (I played them using skipmemymissionyo cheat) worked perfectly so the tables are not giving the problem. Also I had tried to play the campaign with 3.6.14 executables. Although there were errors, there were no crashes and I was able to play the campaign.

Based on the information given, it could just as likely me a model issue or a mod hierarchy problem.

You are right, mjn.mixael. Putting one hostile Fenris cruiser and some stealth fighters with those flags doesn't give problem. But when I put some seriously big models(in this case, Morena MacDuff and Large Asteroid) I get this error.

Now I have got one more problem. When I go in Campaign selection room and select Blue Planet:War in Heaven Part II the game stops responding. So I cannot reproduce the debug log for that mission. And I haven't changed the mission so if you play Blue Planet, you have the mission file.

Once again I apologize for irritating you, since I'm very new to HLP.

Title: Re: Release 3.6.16 Release Candidate 1
Post by: jg18 on January 30, 2013, 09:23:06 am
The BP executables have a number of changes from 3.6.16, even excluding the graphical enhancements, such as the new pilot code in antipodes and these changes (http://pastebin.com/vEwYs4qJ) at a minimum. Given also the local changes to the tables and campaign files (only the ship table changes should be needed AFAIK, don't know what was causing the mainhall errors), I don't think this can be pinned on 3.6.16 RC1 (no offense to Arpit) unless it can be reproduced using just retail ships, EDIT: or at least unless it can be confirmed that it isn't a problem with the BP assets or the local mod setup.
Title: Re: Release 3.6.16 Release Candidate 1
Post by: Arpit on January 30, 2013, 10:56:27 am
Removed the mainhall.tbl and all the modified campaign files. Still mainhall problems are occuring. I have attached the debug log below. I am getting worried now because even on wiki it says that it is a 3.6.15 supported feature. Please help me and give me a solution as soon as possible. :shaking:

Sorry for doing all this, but the latest Blue Planet builds (I checked on 29th January in the topic: The Blue Planet build repository) do not work and crash while the debug version gives me the vec3d error while playing.


Most probably they do not work because I have an Intel graphic card.(and that too, Intel GMA) :(


[attachment deleted by a basterd]
Title: Re: Release 3.6.16 Release Candidate 1
Post by: mjn.mixael on January 30, 2013, 11:00:22 am
Removed the mainhall.tbl and all the modified campaign files. Still mainhall problems are occuring. I have attached the debug log below. I am getting worried now because even on wiki it says that it is a 3.6.15 supported feature. Please help me and give me a solution as soon as possible. :shaking:

Crapface. 3.6.15 was supposed to be the revision before the pilot code which didn't happen... so that means those features are bumped back. I've fixed the mainhall.tbl Wiki page, but I'm wondering what other pages are affected.
Title: Re: Release 3.6.16 Release Candidate 1
Post by: jg18 on January 30, 2013, 11:05:39 am
Oh, right, I'd forgotten that modular mainhall.tbl was also in antipodes. (Strange that a single antipodes version is holding multiple new feature sets. :doubt:) I didn't notice it because the BP OS X builds I was making were based on antipodes and thus already had that feature included.
Title: Re: Release 3.6.16 Release Candidate 1
Post by: mjn.mixael on January 30, 2013, 11:54:47 am
Antipodes holds the mainhall features because they required new pilot code.