Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: chief1983 on August 04, 2010, 01:41:11 am

Title: Release: 3.6.12 Final
Post by: chief1983 on August 04, 2010, 01:41:11 am
Here it is! The final 3.6.12 build! Included below is the commit history since RC4 (http://www.hard-light.net/forums/index.php?topic=70508.0).
Previous 3.6.10 Release Thread (http://www.hard-light.net/forums/index.php?topic=64520.0)

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)

Launchers, if you don't have one already:
Windows:  Launcher 5.5g (http://swc.fs2downloads.com/files/Launcher55g.zip) (new launcher version! (Mirror (http://www.mediafire.com/?wdvzn7hhhzh418m)) Support for all nightly builds as well as <= 3.6.12) or wxLauncher (http://www.hard-light.net/forums/index.php?topic=67950.0) (ongoing project for a unified launcher on all platforms)
OS X:  Soulstorm's OS X Launcher 3.0 (http://www.hard-light.net/forums/index.php/topic,51391.0.html) or wxLauncher (http://www.hard-light.net/forums/index.php?topic=67950.0) (ongoing project for a unified launcher on all platforms)
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:


WINDOWS Builds

Inferno Builds (HIGHLY RECOMMENDED)
If you don't know which one to get, get the first one.  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_12_INF.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_INF.zip) (Mirror (http://sectorgame.com/f2s/downloads.php?action=downloads&id=563))
MD5: 00fc51c444391228b43b67c0ab4afe9c

fs2_open_3_6_12_INF_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_INF_SSE.zip) (Mirror (http://sectorgame.com/f2s/downloads.php?action=downloads&id=562))
MD5: ee465086a3d8ac51f1d440b6a74a9afb

fs2_open_3_6_12_INF_SSE2.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_INF_SSE2.zip) (Mirror (http://sectorgame.com/f2s/downloads.php?action=downloads&id=561)) (Mirror 2 (http://www.mediafire.com/?ut8udk186htveo8))
MD5: c026d6165dd456344097b6a64a7e4591

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)

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

fs2_open_3_6_12.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12.zip) (Mirror (http://sectorgame.com/f2s/downloads.php?action=downloads&id=560))
MD5: 821989d0c122d8dcc6a9b3c277efdf34

fs2_open_3_6_12_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_SSE.zip) (Mirror (http://sectorgame.com/f2s/downloads.php?action=downloads&id=559))
MD5: 778180075f9faddab108a464e41df264

fs2_open_3_6_12_SSE2.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_SSE2.zip) (Mirror (http://sectorgame.com/f2s/downloads.php?action=downloads&id=558))
MD5: 2549b60d9f4cdf2f7efc6275cebd1f82

Visual Studio 6 Builds (USE ONLY AS DIRECTED)
These are provided for compatibility with Windows 9x systems, but the SCP team generally prefers the above builds created with Visual Studio 2008.

fs2_open_3_6_12_INF.zip (http://tvwp.freespacemods.net/builds/WIN9x/fs2_open_3_6_12_INF.zip) (Mirror (http://sectorgame.com/f2s/downloads.php?action=downloads&id=557))
MD5: A6EF8309A20E91D6143464E636A42AEC

fs2_open_3_6_12.zip (http://tvwp.freespacemods.net/builds/WIN9x/fs2_open_3_6_12.zip) (Mirror (http://sectorgame.com/f2s/downloads.php?action=downloads&id=556))
MD5: 53E9020936E227490B3A03B27A1B3B3E


OS X Builds

Inferno Build (HIGHLY RECOMMENDED)
FS2_Open_Inferno-3.6.12.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open_Inferno-3.6.12.dmg) (Mirror (http://sectorgame.com/f2s/downloads.php?action=downloads&id=555))
MD5: 1abdd914369738f7ea672f7bbbe4340e

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

FS2_Open-3.6.12.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.12.dmg) (Mirror (http://sectorgame.com/f2s/downloads.php?action=downloads&id=554))
MD5: 156117a8e8d9c1ff29a95c6500f3e397


LINUX Builds

Inferno Build (HIGHLY RECOMMENDED)
fs2_open_3_6_12_INF.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3_6_12_INF.tar.bz2) (Mirror (http://sectorgame.com/f2s/downloads.php?action=downloads&id=553))
MD5: d23808d48981bfa6b88cb0696160df86

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

fs2_open_3_6_12.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3_6_12.tar.bz2) (Mirror (http://sectorgame.com/f2s/downloads.php?action=downloads&id=552))
MD5: 0e5c941955652f44bc7e5bd31fe44eaa

Source Code Export
fs2_open_3_6_12_src.tgz (http://swc.fs2downloads.com/builds/fs2_open_3_6_12_src.tgz) (Mirror (http://sectorgame.com/f2s/downloads.php?action=downloads&id=551))
MD5: afcbcc42de56db0e5942e4551e5865e9


Changelog since the last RC:
( Additionally, see here: 3.6.12 Changelog (since 3.6.10) (http://www.hard-light.net/forums/index.php?topic=64685.0) )
Code: [Select]
------------------------------------------------------------------------
r6346 | taylor | 2010-08-03 03:30:46 -0500 (Tue, 03 Aug 2010) | 11 lines

various FS2NetD fixes:

 - increase sleep time during reconnect
 - better handling of disconnects from connection errors
 - proper disconnect in case of login failure
 - log stats request calls
 - don't try to read stats from packet when there aren't any to read
 - allow proper connection resetting with standalone
 - change auto-reconnect timeout from 30 minutes to 5
 - count server traffic among activity instead of just client traffic
 - reduce uneccessary client->server traffic
------------------------------------------------------------------------
r6345 | taylor | 2010-08-03 03:30:43 -0500 (Tue, 03 Aug 2010) | 1 line

fix debug message
------------------------------------------------------------------------
r6340 | chief1983 | 2010-07-30 14:57:53 -0500 (Fri, 30 Jul 2010) | 1 line

Remove /DEBUG in 3.6.12 builds like r6335 and r6336
------------------------------------------------------------------------
r6339 | chief1983 | 2010-07-30 11:30:16 -0500 (Fri, 30 Jul 2010) | 1 line

Backport of r6334: Patch for issue with ai-waypoints not working correctly. The ship's goals were accidentally cleared after a single run through the waypoint path.
------------------------------------------------------------------------
r6338 | chief1983 | 2010-07-30 11:28:43 -0500 (Fri, 30 Jul 2010) | 1 line

Backport of r6329: Fix/Workaround for Mantis 2272 (Int3() in hudtarget.cpp)
------------------------------------------------------------------------
r6337 | chief1983 | 2010-07-30 11:27:42 -0500 (Fri, 30 Jul 2010) | 1 line

Backport of r6325: Fix for reinforcement menu bug - Mantis 2246
------------------------------------------------------------------------

Zacam: Added link to 3.6.10 Release Thread, continuity.
Chief: Added Hunter's sectorgame mirrors for the builds 3/17/11
Title: Re: Release: 3.6.12 Final
Post by: Jabba on August 04, 2010, 03:10:06 am
Wow! That was quick  :D
Title: Re: Release: 3.6.12 Final
Post by: Jeff Vader on August 04, 2010, 03:16:03 am
Awesome sauce. Installation instructions and the FAQ updated to correlate with this fact.

Edit: Oops, there was an announcement already. :nervous: Well, if anyone has a better highlight picture, please deliver it ASAP.
Title: Re: Release: 3.6.12 Final
Post by: Madcat on August 04, 2010, 05:43:47 am
Thanks a ton!  :) :yes:
Title: Re: Release: 3.6.12 Final
Post by: Macfie on August 04, 2010, 06:30:10 am
I thought r6340 was supposed to get rid of the pdb files.  They are still included in the release.
Title: Re: Release: 3.6.12 Final
Post by: T-Man on August 04, 2010, 06:31:36 am
Huzzah! To the download page! :cool:

Hats off to the FSOpen team for all their work! Pat on the back for you lot.
Title: Re: Release: 3.6.12 Final
Post by: The E on August 04, 2010, 06:34:02 am
I thought r6340 was supposed to get rid of the pdb files.  They are still included in the release.

What gave you that idea? 6340 got rid of pdbs for release builds, debug builds still need them.
Title: Re: Release: 3.6.12 Final
Post by: T-Man on August 04, 2010, 06:46:20 am
just to quickly ask, what are the SSE builds for? This is my first time upgrading to an Inferno build so i'm not really clued up on it all. :confused:

Also, will i need to do anything special or can i just swap out the exe's and use all the existing files?

Thanks
Title: Re: Release: 3.6.12 Final
Post by: The E on August 04, 2010, 06:50:14 am
For an explanation regarding SSE, read this: http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions

As for switching to Inferno, the only thing you'll be losing are your savegames.
Title: Re: Release: 3.6.12 Final
Post by: T-Man on August 04, 2010, 06:55:21 am
For an explanation regarding SSE, read this: http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions

As for switching to Inferno, the only thing you'll be losing are your savegames.

Cheers. I will likely not need them as i run 32-bit.
Title: Re: Release: 3.6.12 Final
Post by: The E on August 04, 2010, 06:58:05 am
Umm.

SSE has nothing to do with x86 or x64. You really should try the SSE2 builds, as they'll probably give you a performance boost (Provided your CPU was manufactured after 2001).
Title: Re: Release: 3.6.12 Final
Post by: T-Man on August 04, 2010, 07:01:20 am
Oh i see. Sorry i must've misread the wiki. Shall give the SSE2s a try then.
Title: Re: Release: 3.6.12 Final
Post by: Colonol Dekker on August 04, 2010, 08:53:31 am
Good stuff,
 
I'll try the EVA S2 engine builds out. My Q6600 should gobble them up like slices of code pie.
 
 
I'm guessing MVPs to follow soon'ish then?
WiH Squeeeeeee.
Title: Re: Release: 3.6.12 Final
Post by: Commander Zane on August 04, 2010, 11:10:52 am
I thought this was the MVPs, I saw SCP 3.6.12 on the Highlights image and was bouncing off the walls.
Well, at least the rest should be very close at this point.
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 04, 2010, 11:20:15 am
SCP shouldn't make you think MediaVPs, as it's the Source Code Project.  FSU or MediaVPs will likely be in their highlight image :P

Also, they kind of depended on the SCP release so that was always going to be first.
Title: Re: Release: 3.6.12 Final
Post by: Droid803 on August 04, 2010, 12:57:55 pm
What are pdbs anyway?
Title: Re: Release: 3.6.12 Final
Post by: Nehemiah on August 04, 2010, 01:05:35 pm
With regard to SSE1 vs SSE2, I read that your processor has to be a 64 bit x86 in order to use SSE2, whereas SSE1 just has to be an X86 machine.
Title: Re: Release: 3.6.12 Final
Post by: General Battuta on August 04, 2010, 01:06:41 pm
With regard to SSE1 vs SSE2, I read that your processor has to be a 64 bit x86 in order to use SSE2, whereas SSE1 just has to be an X86 machine.

Hrm...really? 64bit, you sure?
Title: Re: Release: 3.6.12 Final
Post by: Colonol Dekker on August 04, 2010, 01:38:07 pm
May as well be talking swedish to me. I'll try them later in the month. If it works it works. If not. . . . 3.6.5 reversion with zeta MVPS ahoy!
Title: Re: Release: 3.6.12 Final
Post by: The E on August 04, 2010, 01:39:14 pm
With regard to SSE1 vs SSE2, I read that your processor has to be a 64 bit x86 in order to use SSE2, whereas SSE1 just has to be an X86 machine.

Nope, that's simply wrong.

Whether or not your CPU runs in 32 or 64 bit mode makes no difference regarding your ability to use SSE2.

Now, by the purest coincidence, most CPUs capable of executing SSE2 code is also capable of running 64bit code (because SSE2 is part of the x86-64 spec), but one feature does not need the other.
Title: Re: Release: 3.6.12 Final
Post by: Kolgena on August 04, 2010, 02:09:11 pm
This is getting to be a pretty common question. We should have little tags like

"Recommended for CPUs made after 2001" or whatever, with disclaimers to default to the normal executable if your computer seizes up.
Title: Re: Release: 3.6.12 Final
Post by: The E on August 04, 2010, 02:19:44 pm
You mean like what I added to the first post of the thread?
Title: Re: Release: 3.6.12 Final
Post by: Fury on August 04, 2010, 02:22:45 pm
Idiot proofing your edit more by adding a link to CPU-Z.
Title: Re: Release: 3.6.12 Final
Post by: Kolgena on August 04, 2010, 02:26:23 pm
You mean like what I added to the first post of the thread?

I just felt that a few extra choice phrases is better than a wiki article that after a 20 second cursory read doesn't really help you choose the right build.
Title: Re: Release: 3.6.12 Final
Post by: The E on August 04, 2010, 02:47:09 pm
Which is why CPU-Z was mentioned as well.
Title: Re: Release: 3.6.12 Final
Post by: Iss Mneur on August 04, 2010, 02:53:08 pm
What are pdbs anyway?

Program Database (http://en.wikipedia.org/wiki/Program_database).  They contain the mapping of the source code to the machine code in the .exe.  They are what allow the debugger (http://en.wikipedia.org/wiki/Debugger) (for the coder types) and the stack traces (that appear on Asserts, Errors, Warnings, etc) to be meaningful.
Title: Re: Release: 3.6.12 Final
Post by: Macfie on August 04, 2010, 04:05:00 pm
I thought r6340 was supposed to get rid of the pdb files.  They are still included in the release.

What gave you that idea? 6340 got rid of pdbs for release builds, debug builds still need them.

I've never seen the pdb files in the final release before.
Title: Re: Release: 3.6.12 Final
Post by: FUBAR-BDHR on August 04, 2010, 04:21:00 pm
They never existed before 3.6.11 so you would never have seen them in a release.
Title: Re: Release: 3.6.12 Final
Post by: Mobius on August 04, 2010, 04:29:42 pm
Wow! Downloading now. :)
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 04, 2010, 04:54:09 pm
I should mention, this is to my knowledge the first final release ever to not have been built with Visual C++ 6.0.  We instead moved to using Visual Studio 2008.  Who knows, next release might even be Visual Studio 2010 as I've already acquired a license for it.
Title: Re: Release: 3.6.12 Final
Post by: sigtau on August 04, 2010, 05:11:28 pm
I should mention, this is to my knowledge the first final release ever to not have been built with Visual C++ 6.0.  We instead moved to using Visual Studio 2008.  Who knows, next release might even be Visual Studio 2010 as I've already acquired a license for it.

Either you're a lucky son of a ***** or you've got deep pockets.  :ick:

Regardless, great job guys, downloading now.
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 04, 2010, 05:41:12 pm
Either you're a lucky son of a ***** or you've got deep pockets.  :ick:

The former :)
Title: Re: Release: 3.6.12 Final
Post by: TParis on August 04, 2010, 06:08:18 pm
Congrats to the team for the release.  :yes:

I could need some support here, even though I have no idea how the new owners of Xfire are handling their new program:
http://de.xfire.com/forums/182627/topic/2077772/
Title: Re: Release: 3.6.12 Final
Post by: Jessnec on August 05, 2010, 04:01:24 am
Yeaaaaaaah! thanks for this final releaseeeeeeeeeee! ;) ;) ;) ;) ;) ;) :wakka:
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 05, 2010, 09:31:59 am
Congrats to the team for the release.  :yes:

I could need some support here, even though I have no idea how the new owners of Xfire are handling their new program:
http://de.xfire.com/forums/182627/topic/2077772/


I've commented on that thread.
Title: Re: Release: 3.6.12 Final
Post by: TParis on August 05, 2010, 02:01:13 pm
Thanks.

What about the new shaders? Anything I gotta do to get those working? Just wondering, because the required files have always been included as links in the old RC threads...
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 05, 2010, 02:17:40 pm
They will be included with the new MediaVPs, so I intentionally left them out of this post.  You don't want them present in your root FS2 folder, as any mod that wants to utilize them should include them itself.  Any mod that depends on the MediaVPs 3.6.12 will have them by default then.  There will be a standalone release for other mods/TCs to use, but it won't be for general consumption, so I omitted it.
Title: Re: Release: 3.6.12 Final
Post by: Klaustrophobia on August 05, 2010, 03:32:47 pm
As it stands now, is everything going to come crashing down if I have the "Enable Postprocessing" box ticked and I don't have some other files?
Title: Re: Release: 3.6.12 Final
Post by: Iss Mneur on August 05, 2010, 04:35:16 pm
As it stands now, is everything going to come crashing down if I have the "Enable Postprocessing" box ticked and I don't have some other files?
No, it shouldn't.

If the postprocessing files are not present the engine should just silently turn off post processing (it will log to the debug log that is has disabled postprocessing but it will not show an error or a warning box).  This has not changed from RC2.
Title: Re: Release: 3.6.12 Final
Post by: karajorma on August 05, 2010, 04:52:39 pm
Be warned that if you do have those files it may come crashing down anyway. There is a reason why PP was moved to Experimental after all. :p
Title: Re: Release: 3.6.12 Final
Post by: ethaninja on August 07, 2010, 10:22:27 pm
Cool. Hopefully after this version is installed I'll finally be able to get past that level without that stupid error. While I'm here, do I need to do a fresh copy of FreeSpace 2? Or does it know to overwrite?
Title: Re: Release: 3.6.12 Final
Post by: General Battuta on August 07, 2010, 10:28:07 pm
Cool. Hopefully after this version is installed I'll finally be able to get past that level without that stupid error. While I'm here, do I need to do a fresh copy of FreeSpace 2? Or does it know to overwrite?

What! No, you don't need to reinstall FS2. Just put this .exe in your FreeSpace 2 directory, then select it in the launcher.
Title: Re: Release: 3.6.12 Final
Post by: ethaninja on August 09, 2010, 04:07:05 am
Cool. Hopefully after this version is installed I'll finally be able to get past that level without that stupid error. While I'm here, do I need to do a fresh copy of FreeSpace 2? Or does it know to overwrite?

What! No, you don't need to reinstall FS2. Just put this .exe in your FreeSpace 2 directory, then select it in the launcher.

Cheers. Unfortunatly I couldn't get it to work. I kept getting an error (sorry for not being able to tell you what it was. I uninstalled the game :P). So I just downloaded the latest manual install instead. Hopefully that will work.
Title: Re: Release: 3.6.12 Final
Post by: headdie on August 09, 2010, 04:58:05 am
Cool. Hopefully after this version is installed I'll finally be able to get past that level without that stupid error. While I'm here, do I need to do a fresh copy of FreeSpace 2? Or does it know to overwrite?

What! No, you don't need to reinstall FS2. Just put this .exe in your FreeSpace 2 directory, then select it in the launcher.

Cheers. Unfortunatly I couldn't get it to work. I kept getting an error (sorry for not being able to tell you what it was. I uninstalled the game :P). So I just downloaded the latest manual install instead. Hopefully that will work.

Question - have you looked though the forum for similar problems, most likely found in FreeSpace & FreeSpace Open Support (http://www.hard-light.net/forums/index.php?board=151.0)?

if you cant find anything to help already on the forum then go to your FreeSpace launcher, look at where the launcher tells you which file it is set to use.  if the file reads  fs2_open_3_6_12r****.exe then change it to fs2_open_3_6_12d****.exe (replace the * with the remainder of the file name)(the difference is the r and the d the first runs the game normally the second runs the game in "debug" mode which alerts you to all errors (some of which are ignored in the r version) and generates a log of them) with the d version set run the game until you hit the error you normally get.  when that happens exit the game if you haven't been forced out by a crash and start a thread in FreeSpace & FreeSpace Open Support detailing the problem and attach the log which can be found \Freespace 2\data\fs2_open.log (this file is as important as the description because it provides technical details behind the error) and one of the guys who know a hell of a lot more than me will take a look
Title: Re: Release: 3.6.12 Final
Post by: ethaninja on August 09, 2010, 05:04:09 am
That you so much for this release. I can finally continue my game =) I think it even looks better too =D
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 10, 2010, 05:42:10 pm
Ok I found this page, I downloaded the three files and the new launcher, is there anything I need to update like old mods or anything?
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 10, 2010, 05:48:06 pm
If you mean you grabbed the fs2_open_3_6_12_INF.zip, fs2_open_3_6_12_INF_SSE.zip, and fs2_open_3_6_12_INF_SSE2.zip, you only needed one.  I've added text to the first post to clarify that.

Blue Planet: Age of Aquarius has released another patch for 3.6.12 and the 3.6.12 MediaVPs.  So of course, also grab the new 3.6.12 MediaVPs.  Many mods should work with 3.6.12 and the 3.6.12 MediaVPs without patching though, so give them a shot.  If you run into issues that seem to be 3.6.12 related please mention them in Troubleshooting and they can be sorted out from there.  That's after going through the Troubleshooting FAQ to make sure it's nothing common of course.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 10, 2010, 10:00:39 pm
If you mean you grabbed the fs2_open_3_6_12_INF.zip, fs2_open_3_6_12_INF_SSE.zip, and fs2_open_3_6_12_INF_SSE2.zip, you only needed one.  I've added text to the first post to clarify that.

Blue Planet: Age of Aquarius has released another patch for 3.6.12 and the 3.6.12 MediaVPs.  So of course, also grab the new 3.6.12 MediaVPs.  Many mods should work with 3.6.12 and the 3.6.12 MediaVPs without patching though, so give them a shot.  If you run into issues that seem to be 3.6.12 related please mention them in Troubleshooting and they can be sorted out from there.  That's after going through the Troubleshooting FAQ to make sure it's nothing common of course.


Yep, that's the three I grabbed, so far so good on the mods working though Derelict looks better than it did before and I never saw the short movie about Blue Planet before, but I'll grab the update for Blue Planet mediaVPs, thanks for the info though this is my favorite game of any out there, and keeping it totally updated is pretty important to me, I'm not good enough for online multiplayer or anything, but I totally enjoy playing FS, besides I pretend anything in red is my boss at the end of the week :)
Title: Re: Release: 3.6.12 Final
Post by: Col. Fishguts on August 11, 2010, 04:36:35 pm
Ok, for ****'n'giggles I tried 3.6.12 on my old gaming PC, which is a CeleronIII 500Mhz with Windows98 SE installed.
I put the fs2open exe and the launcher in a fresh retail FS2 install, but the launcher complains about some missing MSVC6 DLL (which I could probably get from somewhere), but the fs2open exe itself craps out with a message "This program requires a newer version of Windows".

Has WinXP (or newer) become mandatory for FSO, or am I missing some other files. I trawled through the wiki but couldn't find any system requirements regarding Windows.

Otherwise: Fantastic job guys :yes:
Title: Re: Release: 3.6.12 Final
Post by: The E on August 11, 2010, 04:49:06 pm
AS chief said, these are the first builds made using Visual Studio 2008. I guess the runtime it is linked against requires XP by default.
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 11, 2010, 04:50:05 pm
I didn't think that was the case, but the project files may have been configured that way.  Regardless, no one's mentioned this in almost a year of VS2008 nightly builds
Title: Re: Release: 3.6.12 Final
Post by: Timerlane on August 11, 2010, 05:45:28 pm
Goober gave out an early 3.6.12 RC2 temp build alongside DEM 1.5 that was still 98SE compatible, but I just kinda assumed/accepted that the W98 userbase was too small to make much note of, so I never said anything. :nervous:
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 11, 2010, 06:00:07 pm
We may be able to make the VS2008 builds play nicely with W98.  In fact, Goober could even look into it with VS2008 Express and then we could incorporate any needed changes into the FRED project files too.  Anyone with a 98 box could in fact, although you might need a newer box to run VS2008 Express.
Title: Re: Release: 3.6.12 Final
Post by: Goober5000 on August 11, 2010, 08:34:39 pm
Not everyone uses the nightly builds; it's plausible that they would only stick to official releases.  And if you roll your own builds (as I do) you wouldn't even notice.

A few minutes of searching revealed that the Visual C++ 2005 redistributable pack is available for Windows 98, even if Visual Studio 2005 is not.  Maybe it will work for VC++2008 as well; I won't be home for a few days so I can't immediately check...
http://www.microsoft.com/downloads/details.aspx?FamilyId=32BC1BEE-A3F9-4C13-9C99-220B62A191EE&displaylang=en
Title: Re: Release: 3.6.12 Final
Post by: Col. Fishguts on August 12, 2010, 06:47:13 am
I'll donwload that and try if it gets something running.

Anyway, I'm not requesting that FSO keeps Win98 compatibility, it would just be intersting to see how well FSO performs on such an old machine with vanilla FS2.
The lack of complaints about lacking Win98 compatibility demonstrates that the Win98 user base is marginal at best ;)
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 12, 2010, 10:06:29 am
The redist pack shouldn't be needed, as I thought everything for FSO was statically linked?  Unlike the launcher that dynamically links some things to keep down its size.
Title: Re: Release: 3.6.12 Final
Post by: Iss Mneur on August 12, 2010, 11:04:25 am
The redist pack shouldn't be needed, as I thought everything for FSO was statically linked?  Unlike the launcher that dynamically links some things to keep down its size.
Yes, no CRTs should be needed for any FSO binary even the win32 launcher (wxLauncher is a different story though (which is why this discussion interests me as wxLauncher is built with VS2008 as well, but to my knowledge there is no reason that wxLauncher will not run on Win98)).

What the problem seems to be, it that the VS2010 and apparently the VS2008 CRT refuses to work on Win98, so it seems that we may have to make VS2008 or VS2010 use the VS2005 CRT.  If that is not possible we will need to use VS2005 to build the binaries as it seems that VS2005's CRT (7.1?) is the last that is available for Win98 (which is not really a surprise as according to Wikipedia Microsoft ended support of Windows 98 in 2006).

Anyway, I'm not requesting that FSO keeps Win98 compatibility, it would just be intersting to see how well FSO performs on such an old machine with vanilla FS2.
The lack of complaints about lacking Win98 compatibility demonstrates that the Win98 user base is marginal at best ;)
You may not be, but Goober5000 has requested that we maintain Win98 compatibility.  Thus if our current build process (using VS2008) is excluding Win98 we need to know about it so that we can fix it.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 12, 2010, 10:18:59 pm
Hey chief can I install FS and FS2 retail then just download 3.6.12? or do I have to start all over again and get 3.6.10 and update from there ?
I tried installing BP2 and wound up deleting everything again, FS is totally gone off my system :( And I gotta start over again.
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 12, 2010, 11:57:04 pm
There are guides for installation in FS Open Support, but basically,

You don't need to install FS1, ever.  You can play the full FreeSpace Port without it, and you can't use FS2 Open with FS1 Retail.
You can and should install FS2 retail, and then put the 3.6.12 binaries (you only need to pick one set of binaries to download, plus the launcher) in the FS2 install folder.  You don't need 3.6.10 at all anymore.
Get the 3.6.12 MediaVPs, the latest BP:AoA, and BP:WiH, and install them in their respective folders.

You should already have OpenAL installed but get the TrackIR dll if you need it too.
Title: Re: Release: 3.6.12 Final
Post by: portej05 on August 13, 2010, 02:18:29 am
If Win98 support means having to do stupid stuff with compilers/etc, you really shouldn't be.
It's just plain stupid if it means huge development effort that could be much better spent on other things.
I thought we'd gotten past this issue - if Goober5000 wants Win98 support, he's supposed to be providing it, not everyone else.
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 13, 2010, 03:58:53 am
We?  I think someone left the team :P

And we're not supposed to try to make it any harder though either.
Title: Re: Release: 3.6.12 Final
Post by: portej05 on August 13, 2010, 04:24:38 am
I was on the team when all the talk was going on. Therefore 'we'.
This is not an appropriate thread for this.
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 13, 2010, 10:08:44 am
I was on the team when all the talk was going on. Therefore 'we'.
This is not an appropriate thread for this.

I know man, just a little rib.

But the team will always be in a state of 'talking about it' because the problem itself is constantly evolving.  Now we find we can't easily build Win98 builds with VS2008+, that's new evidence on the table and possibly begs consideration.
Title: Re: Release: 3.6.12 Final
Post by: Iss Mneur on August 13, 2010, 11:14:19 am
But the team will always be in a state of 'talking about it' because the problem itself is constantly evolving.  Now we find we can't easily build Win98 builds with VS2008+, that's new evidence on the table and possibly begs consideration.
Yes it begs reconsideration, and I am sure that before and after every release we will be reconsidering what platforms we want to support using which apis.  This is a natural part of a healthy project, I would be worried if we were not reconsidering the policy decisions ever.

I am creating a thread in SCP internal right now so that we can figure out what we are going to do about this problem. In the meantime, someone with a working VC6 can build a set custom binaries for anyone that is running on 9x.
Title: Re: Release: 3.6.12 Final
Post by: Col. Fishguts on August 13, 2010, 11:59:24 am
A few minutes of searching revealed that the Visual C++ 2005 redistributable pack is available for Windows 98, even if Visual Studio 2005 is not.  Maybe it will work for VC++2008 as well; I won't be home for a few days so I can't immediately check...
http://www.microsoft.com/downloads/details.aspx?FamilyId=32BC1BEE-A3F9-4C13-9C99-220B62A191EE&displaylang=en

No luck, the launcher was still complaining about a missing "MSVCP60.DLL" after installing the redist package. Then I manually downloaded the dll, but then the launcher quits with the generic "this application caused an error due to an illegal operation" box.

I also tried it with 3.6.7 and the launcher from back then, but that laucher is complaining about some missing directX9 component (directX8 is installed),  but the directX9 redist setup also fails with a generic windows error message.... GAAAHH, welcome to dependency hell.
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 13, 2010, 01:48:32 pm
Ok I didn't think the 2005 redist would help.  Try VC6 Redist (http://swc.fs2downloads.com/files/vcredist.exe) from Microsoft's website.  I had to get an installer to extract this file, that's why it's hosted on the FotG site.  source (http://support.microsoft.com/kb/259403)
Title: Re: Release: 3.6.12 Final
Post by: Col. Fishguts on August 13, 2010, 05:15:46 pm
Ok I didn't think the 2005 redist would help.  Try VC6 Redist (http://swc.fs2downloads.com/files/vcredist.exe) from Microsoft's website.  I had to get an installer to extract this file, that's why it's hosted on the FotG site.  source (http://support.microsoft.com/kb/259403)

No luck either, I'm afraid. Still fails with the "This application encountered an error due to an illegal operation, yadda yadda..."
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 13, 2010, 05:30:39 pm
The launcher does that?  The Win32 launcher?  It was built with VC6, with the same settings it has had as far as platform compatibility.  I don't know why a system with the CRT installed wouldn't be able to run it.
Title: Re: Release: 3.6.12 Final
Post by: Col. Fishguts on August 13, 2010, 05:56:43 pm
Yes, the launcher causes that error. The fs2_open exe itself just produces a popup box stating that "this program requires a newer version of Windows".
Title: Re: Release: 3.6.12 Final
Post by: Timerlane on August 13, 2010, 06:15:28 pm
I've been able to run the 5.5f and previous launchers fine, FWIW. I might have installed the VC6 redistributable earlier for some other reason, though.

EDIT: Spoke too soon. 5.5e is fine, but if I use a compatible FSOpen EXE with 5.5f, it'll error out and crash after I've selected it.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 14, 2010, 11:02:16 am
Ok I have a fresh install of Freespace on the computer, downloaded and install the 3.6.12 build, and now nothing works anymore, what did I do wrong this time?
or since I'm running Vista do I need to go back to 3.6.10?
Title: Re: Release: 3.6.12 Final
Post by: Snail on August 14, 2010, 11:25:46 am
Need more info.

"nothing works anymore" could mean a hundred things, what actually happens.


If you can manage, run a debug build (the .exe with -d in its name) and post your fs2_open.log (which is found in FreeSpace2\data\).
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 14, 2010, 04:59:50 pm
Nothing as in Freespace itself, no ne of the .exe's (standard build SSE, or SSE2) will work on the launcher, no thing all I get is the busy circle that Vista has then it all just seems like I never clicked anything. Doesn't matter where I put the launcher either, I tried it from the Freespace folder, the desktop , hell I even placed it in its own folder in the "c" drive.
My retail FS and FS2 work fine, I'm thinking I need to redownload everything for 3.6.10
I installed FS2 and used the Turey installer like I always did. The launcher itself fires up but that.s all
Title: Re: Release: 3.6.12 Final
Post by: The E on August 14, 2010, 05:02:21 pm
The Launcher is designed to be in the same directory as the exe. So don't move it out of the FS2 directory. Second, try running a debug build. See if an fs2_open.log is generated.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 14, 2010, 05:24:02 pm
How do I run a debug I don't get any errors at all.
Title: Re: Release: 3.6.12 Final
Post by: The E on August 14, 2010, 05:25:59 pm
http://www.hard-light.net/forums/index.php?topic=56279.0
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 14, 2010, 05:33:24 pm
Yea I read that before posting on here, its no help I have everything that I'm supposed to have
Title: Re: Release: 3.6.12 Final
Post by: Angelus on August 14, 2010, 06:03:44 pm
Yea I read that before posting on here, its no help I have everything that I'm supposed to have

can you select the 3.6.12r or d builds in the Launcher or does it refuse to open the folder where they are located?
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 14, 2010, 06:14:08 pm
I tried selecting build r, build d SSE SSE2 all three none of them even start.

But I completely deleted Freespace and started over again ( again) I installed the original Freespace, it works fine, installed Freespace 2 and it keeps telling me " insert disk 2" even if disk 2 is in the cd drive if that helps any. Maybe my old copy of FS2 is gone bad? I know the game won;t run if I don;t have a the retail version (which mine is), but could teh disk be so old that its not installing correctly, and that causing my entire problem?
Cause right now all I can do is play the original Freespace
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 14, 2010, 09:23:44 pm
Heh, surprised FS1 runs and FS2 won't.  Just put the Launcher 5.5f and the 3.6.12 builds from the SSE2 Inferno archive in your FS2 folder, run the launcher, select the fs2 3.6.12r build, and run it.  3.6.12 doesn't do the cd check like FS2, and FS2's check for the cd might not work on newer operating systems.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 14, 2010, 09:55:48 pm
I tried that too chief, I've tried running it with each build installed one at a time. all I can think is since the FS updates found on here will not work without a working retail version of FS, my cd's have something wrong with them.  tried to copy the cd's and my computer can't read the second cd, so that being the one retail needs to work I thing something happened to the cd. Dunno, I just finished downloading Freespace 2 from GOG, lets see what happens now, if nothing else I can play retail at least.
Title: Re: Release: 3.6.12 Final
Post by: Tomo on August 15, 2010, 06:24:08 am
Nothing as in Freespace itself, no ne of the .exe's (standard build SSE, or SSE2) will work on the launcher, no thing all I get is the busy circle that Vista has then it all just seems like I never clicked anything. Doesn't matter where I put the launcher either, I tried it from the Freespace folder, the desktop , hell I even placed it in its own folder in the "c" drive.
My retail FS and FS2 work fine, I'm thinking I need to redownload everything for 3.6.10
Ok, what's the path of your FreeSpace2 executable?

If you open Windows Explorer and navigate to the FreeSpace2 executable file, the path should be visible - something like "C:\Games\FreeSpace2" or My Computer > Local Disk(C:) > Games > FreeSpace2

- Note that FS2 Open should *not* be placed in Program Files or Program Files (x86), and it is critical that it is not placed in a 'virtual' folder like My Documents or the Desktop as that will cause it to crash.

Secondly, the only parts of Retail FreeSpace2 that are actually required are the VPs (root_fs2.vp etc) and folder structure - the reason for needing a retail FS2 is licensing of the FreeSpace2 content - :V: spent a lot of time and energy developing that content and deserve to be paid for it.
(I just move these around when I get a new PC. Saves wear on the game disks)

Edit:
Mods, can this conversation be booted over to the Support board? Should have been moved ages ago really.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 15, 2010, 09:01:09 am
My path was......My Computer / C / Games / Freespace2.

But I think I found the problem last night, since my copy of Freespces itself didn't even work anymore I went to Good Old Games and bought a fresh copy of Freespace 2. Deleted everything and started over this morning. Buying a new copy when I had one is a very small price to pay ($6) to play my favorite game again.
I'm pretty sure something wasn't getting installed of my old cd's.
Now to go back and download all the 3.6.12 stuff again :)


Ok I'll just add to this post instead of starting a new one

The problem WAS my Freespace 2 disks, I installed Freespace from GOG and got the first set of SCP files from the start of this thread and all works fine, now to get all my mods back . Thank you everybody for the help, I'm darn sure I'll have a few more issues before I get it right.
Title: Re: Release: 3.6.12 Final
Post by: karajorma on August 15, 2010, 11:57:50 am
And here we have an object lesson in why deleting everything and reinstalling FS2 shouldn't be your first port of call. :p
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 15, 2010, 05:48:06 pm
And here we have an object lesson in why deleting everything and reinstalling FS2 shouldn't be your first port of call. :p


Yep


Basically I should have read this entire thread BEFORE I deleted the .exe's and tried to install 3.6.12, its apparent that I deleted something I shouldn't have, then I found out my second disk was bad and I lost everything. Oh well I live I learn, one good thing though I get to see my old Buddie Lt Ducacus again.
Been a long time sine I was there LOL
Turey's installer is downloading and opening Blue Planet 2 now. With luck I did it right this time. I have FS2 from GOG on the computer, the backup hard drive AND on a dvd. I ain't losing Freespace again because of being old andstupid.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 15, 2010, 06:11:37 pm
Ok everything's done the installer is finished and its all in C/Games/Freespace2
I can get h the launcher 5.5f to fire up but that's all 3.6.12 DOES NOT run on my computer no matter which version I have regular, SSE or SSE2.
I get no error's no clipboard messages, but I did notice one thing if I start task manager Freespace is shown as running under the processes tab.
Do I need to just go back to 3.6.10? Freespace 2 ran fine until I tried to upgrade to 3.6.12
Title: Re: Release: 3.6.12 Final
Post by: The E on August 15, 2010, 06:16:48 pm
Look at the data folder. Did the fs2_open.log get updated? If yes, can you post it?
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 15, 2010, 06:19:15 pm
If it says Freespace is running, kill it and try again.  See if it shows up and hangs again in the task manager process list.  Make sure it's in the process list and not just the Applications tab too.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 15, 2010, 06:21:09 pm
This is what was in the data folder:


==========================================================================
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 version: 3.6.12
Passed cmdline options:
  -spec_exp 8.2
  -spec_static 3.5
  -spec_point 8.6
  -spec_tube 1.0
  -ambient_factor 70
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -orbradar
  -targetinfo
  -3dwarp
  -snd_preload
  -mod derelict,mediavps
Building file index...
Found root pack 'C:\Games\Freespace 2\derelict\DerelictPatch.vp' with a checksum of 0xf7d8fb86
Found root pack 'C:\Games\Freespace 2\derelict\DerelictSCP.vp' with a checksum of 0xac988b76
Found root pack 'C:\Games\Freespace 2\derelict\DerelictSCP1.vp' with a checksum of 0x0eff4777
Found root pack 'C:\Games\Freespace 2\derelict\DerelictSCP2.vp' with a checksum of 0x53d979a5
Found root pack 'C:\Games\Freespace 2\derelict\DerelictSCP3.vp' with a checksum of 0xaae56803
Found root pack 'C:\Games\Freespace 2\derelict\DerelictSCP4.vp' with a checksum of 0xf9adafdd
Found root pack 'C:\Games\Freespace 2\multi-mission-pack.vp' with a checksum of 0xcbf102d1
Found root pack 'C:\Games\Freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace 2\derelict\' ... 0 files
Searching root pack 'C:\Games\Freespace 2\derelict\DerelictPatch.vp' ... 6 files
Searching root pack 'C:\Games\Freespace 2\derelict\DerelictSCP.vp' ... 86 files
Searching root pack 'C:\Games\Freespace 2\derelict\DerelictSCP1.vp' ... 1618 files
Searching root pack 'C:\Games\Freespace 2\derelict\DerelictSCP2.vp' ... 200 files
Searching root pack 'C:\Games\Freespace 2\derelict\DerelictSCP3.vp' ... 78 files
Searching root pack 'C:\Games\Freespace 2\derelict\DerelictSCP4.vp' ... 203 files
Searching root 'C:\Games\Freespace 2\mediavps\' ... 0 files
Searching root 'C:\Games\Freespace 2\' ... 18 files
Searching root pack 'C:\Games\Freespace 2\multi-mission-pack.vp' ... ERROR: ERANGE: String error. Please Report.
Trying to put into 32 byte buffer:
ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌ.
File: cfilesystem.cpp
Line: 719
Int3(): From c:\temp\fs2_final_export\code\globalincs\windebug.cpp at line 1155

Title: Re: Release: 3.6.12 Final
Post by: The E on August 15, 2010, 06:25:05 pm
Please delete the multi-mission.pack.vp, it's corrupted.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 15, 2010, 07:01:03 pm
Did it You sir are a genius! thank you VERY much Freespace 2 now works again, I did however fine the 3.6.12d_INF and 3.6.12r_ INF do not work, however  3.6.12_INF_SSE and 3.6.12_INF_SSE2 work fine, 3.6.12r_INF and version d say something about a nebula missing.
I'm back I just killed two in derelict and I'm off now to try my luck at Blue Planet 2 :)
Ya know I think maybe first I'll copy this version of Freespace onto a dvd as it sits now.

Thank you VERY MUCH to everybody that helps me with this stuff, this is why I stay here, I ask questions I get treated like a person, and never flamed for not knowing .
Title: Re: Release: 3.6.12 Final
Post by: Goober5000 on August 16, 2010, 01:16:23 am
First post updated with Visual Studio 6 builds.
Title: Re: Release: 3.6.12 Final
Post by: Grimper on August 17, 2010, 02:58:13 am
If you don't know which one to get, get the first one.  If you don't know what SSE means, read this: http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions

:( I don't understand any of the gibberish in that article. Guessing it has something to do with whether you use a 32 or 64 bit system..I'm using a fairly new computer with Windows 7 32 bit, so which do I get?

Btw, first post in ages, and I've grown up a bit, so no more annoying orange text x] (for those of you who remember anyway o.O (mobius <.<))
Title: Re: Release: 3.6.12 Final
Post by: Fury on August 17, 2010, 03:43:57 am
SSE2
Title: Re: Release: 3.6.12 Final
Post by: m!m on August 17, 2010, 03:45:53 am
SSE isn't related to 32-bit or 64-bit but it's an extension allowing faster calculations.
SSE(1) was introduced with the Pentium 3 and SSE2 with the Pentium 4 (AFIAK).
You can use CPU-Z (http://www.cpuid.com/softwares/cpu-z.html) to check your SSE capabilities but if you are able to use Windows 7 your CPU should be recent enough for SSE2.
If you want to stay safe just download the Inferno build without any SSE.
Title: Re: Release: 3.6.12 Final
Post by: Grimper on August 17, 2010, 04:14:14 am
Ah ok thanks, I'll go with SSE2 :D
Title: Re: Release: 3.6.12 Final
Post by: FreeSpaceFreak on August 17, 2010, 02:31:14 pm
I'm kinda curious what would happen if you try to run an SSE build on an older rig... Would it just not run, or would it do weird things?
Title: Re: Release: 3.6.12 Final
Post by: The E on August 17, 2010, 02:32:24 pm
It would either not start, or crash immediately.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 17, 2010, 03:29:09 pm
Hey m!m.....Thanks for the cpu program :) I dl'd it and ran it, and found out why I can't make the .INF work :) My processor instructions line says  : MMX, SSE (1, 2, 3), EM64T.

That little program will be VERY useful if I ever need a new main board too :)
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 17, 2010, 03:31:46 pm
That actually, is still odd.  The non-SSE build should run on almost anything running Windows XP or greater, not sure about 2k, and definitely not 98 it seems.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 17, 2010, 04:11:05 pm
Dunno chief, I run the .INF and it tells me the Nebula are missing, I run SSE or SSE2 and the nebulae are all there. Seems strange to me to since on page one it flat out says if I'm don't know download the Inferno build, and us the standard builds on,y as directed.
Title: Re: Release: 3.6.12 Final
Post by: The E on August 17, 2010, 04:13:14 pm
Pleeeeeeeeeeaaaaaaaaaseeeeeeeeeeee post a debug log.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 17, 2010, 04:18:34 pm
I'll do that, give me about 5 minuter from now
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 17, 2010, 04:26:11 pm
Ok E here ya go  :

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 version: 3.6.12
Passed cmdline options:
  -spec_exp 8.2
  -spec_static 3.5
  -spec_point 8.6
  -spec_tube 1.0
  -ambient_factor 70
  -env
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -snd_preload
  -mod derelict,mediavps
Building file index...
Found root pack 'C:\Games\Freespace 2\derelict\DerelictPatch.vp' with a checksum of 0xf7d8fb86
Found root pack 'C:\Games\Freespace 2\derelict\DerelictSCP.vp' with a checksum of 0xac988b76
Found root pack 'C:\Games\Freespace 2\derelict\DerelictSCP1.vp' with a checksum of 0x0eff4777
Found root pack 'C:\Games\Freespace 2\derelict\DerelictSCP2.vp' with a checksum of 0x53d979a5
Found root pack 'C:\Games\Freespace 2\derelict\DerelictSCP3.vp' with a checksum of 0xaae56803
Found root pack 'C:\Games\Freespace 2\derelict\DerelictSCP4.vp' with a checksum of 0xf9adafdd
Found root pack 'C:\Games\Freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace 2\derelict\' ... 29 files
Searching root pack 'C:\Games\Freespace 2\derelict\DerelictPatch.vp' ... 6 files
Searching root pack 'C:\Games\Freespace 2\derelict\DerelictSCP.vp' ... 86 files
Searching root pack 'C:\Games\Freespace 2\derelict\DerelictSCP1.vp' ... 1618 files
Searching root pack 'C:\Games\Freespace 2\derelict\DerelictSCP2.vp' ... 200 files
Searching root pack 'C:\Games\Freespace 2\derelict\DerelictSCP3.vp' ... 78 files
Searching root pack 'C:\Games\Freespace 2\derelict\DerelictSCP4.vp' ... 203 files
Searching root 'C:\Games\Freespace 2\mediavps\' ... 0 files
Searching root 'C:\Games\Freespace 2\' ... 18 files
Searching root pack 'C:\Games\Freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 19 roots and 9540 files.
Setting language to English
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1440x900 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 8400 GS/PCI/SSE2
  OpenGL Version    : 3.3.0

  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".

  Initializing Shaders Manager...
  Loading and compiling main shaders...
    Compiling main shader ->  null-v.sdr (null-v.sdr) / null-f.sdr (null-f.sdr) ...
      Shader file(s) (null-v.sdr / null-f.sdr) not found!
      Shader in_error!  Disabling GLSL!
  Shaders Manager initialized.

  Max texture units: 4 (4)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 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....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
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.
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'derelict-shp.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 1180
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 'manta332.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)
Frame  0 too long!!: frametime = 0.453 (0.453)
Got event GS_EVENT_CAMPAIGN_ROOM (54) in state GS_STATE_MAIN_MENU (1)
Frame  0 too long!!: frametime = 0.294 (0.294)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_CAMPAIGN_ROOM (42)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 212th Silver Scythes
Someone passed an extension to bm_load for file 'Scythes2.pcx'
Someone passed an extension to bm_load for file '2_dl1.pcx'
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...
Loading warp model
 -1
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'dl1-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 212th Silver Scythes
Someone passed an extension to bm_load for file 'Scythes2.pcx'
Loading model 'subspacenode.pof'
IBX: Found a good IBX to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0x64491b4a, IBX checksum: 0xeda8d854 -- "subspacenode.pof"
Starting mission message count : 205
Ending mission message count : 226
WARNING: "Unable to load starfield bitmap: 'nebulB3-main'!" at starfield.cpp:2532
Int3(): From c:\temp\fs2_final_export\code\globalincs\windebug.cpp at line 1277

code tags FTW -- The E
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 17, 2010, 04:27:03 pm
The problem wouldn't happen when I ran warzone, but the above happened when I ran Derelict.

Edit: the error only occurs in 3.6.12d, 3.6.12r seems to function.
Title: Re: Release: 3.6.12 Final
Post by: The E on August 17, 2010, 04:29:56 pm
Let me guess. You deleted the 3.6.10 mediavps, right? And you only have the mediavps in the mediavps_3612 folder? Because your mediavps folder seems to be empty.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 17, 2010, 04:31:30 pm
Actually I never got the 3.6.10 media vp's since I reinstalled Freespace, I went straight to 3.6.12  After eth windows XP crash 3.6.12 had already been uped on here, and Tureys installer downloaded it ( yes I clicked the works ;) )
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 17, 2010, 04:31:46 pm
Derelict is actually listed as requiring the Nebula in the Derelict release thread, isn't it?  I'm not surprised it says that at all, they've probably been removed from the MediaVPs at some point, not sure.  
Title: Re: Release: 3.6.12 Final
Post by: The E on August 17, 2010, 04:35:22 pm
The problem is that the derelict mod.ini points towards the mediavps directory, not the mediavps_3612 directory. Thus the mediavps aren't loaded.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 17, 2010, 04:38:15 pm
Ok so that explains it, but what happened I didn't delete anything since I reinstalled and started updating Freespace?

Oh and I do have the mediavp's 3612 folder, if that helps
but if I need media vp's to run the Inferno build, then why does r run and d makes an error log?

3.6.12r_.INF runs fine just like 3.6.123 SSE and SSE2
I'm as confused as anybody else who doesn't know squat :)
Title: Re: Release: 3.6.12 Final
Post by: The E on August 17, 2010, 04:46:09 pm
Regular builds just do not give you error messages. That doesn't mean that there are no errors. That's what debug builds are for, they can tell you directly if something's wrong.

Here's what you should do. Go to the derelict folder, open the file called mod.ini, and change "mediavps" to "mediavps_3612".
Title: Re: Release: 3.6.12 Final
Post by: Macfie on August 17, 2010, 05:27:08 pm
Regular builds just do not give you error messages. That doesn't mean that there are no errors. That's what debug builds are for, they can tell you directly if something's wrong.

Here's what you should do. Go to the derelict folder, open the file called mod.ini, and change "mediavps" to "mediavps_3612".

Actually  a regular build will give you error messages.  Parsing errors and the warning telling you that the mod has generated 254 errors.  It just won't give you specific information.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 17, 2010, 05:34:11 pm
Ok E I did it, took a while to load because I'm doing a movie now too, but WOW what a difference!
Not only does it run on 3.6.12d now its lie somebody turned up the lights :)
This is why I say your guys are the best!
now should I do that with all the mods ? or just the ones that give me errors?
Title: Re: Release: 3.6.12 Final
Post by: The E on August 17, 2010, 05:37:47 pm
Ok E I did it, took a while to load because I'm doing a movie now too, but WOW what a difference!
Not only does it run on 3.6.12d now its lie somebody turned up the lights :)
This is why I say your guys are the best!
now should I do that with all the mods ? or just the ones that give me errors?

What you REALLY should do is download the 3.6.10 mediavps, and install them.
Go here for that: http://www.hard-light.net/forums/index.php/topic,65038.0.html
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 17, 2010, 05:48:38 pm
AGAIN I find myself saying thanks
downloading and keeping now, I'll post back when I get everything done with results.

ya know anybody reading this is going to have everything figured out before they even ask their first question LOL
Title: Re: Release: 3.6.12 Final
Post by: Topgun on August 18, 2010, 12:49:33 pm
Can I have a link to the source for final?

Need it for an Arch package.
Title: Re: Release: 3.6.12 Final
Post by: The E on August 18, 2010, 12:53:15 pm
Point your svn client at: svn://svn.icculus.org/fs2open/branches/fs2_open_3_6_12
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 18, 2010, 01:23:57 pm
Actually, I was waiting for some updates to the rest of the unused project files to get committed to that branch and then I was going to make a final official source tarball.  But I'm not sure what those commits were now :P

Might have been the debug stuff that's been committed to trunk now for MSVC6.
Title: Re: Release: 3.6.12 Final
Post by: Goober5000 on August 18, 2010, 02:51:16 pm
I was going to update the MSVC2005 project.  Haven't gotten to that yet.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 18, 2010, 03:08:41 pm
I just got done placing the 3.6.10 media vp's in the Derelict folder, and now it works on the .INF, SSE, and SSE2
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 18, 2010, 03:10:54 pm
wolfen, put the 3.6.10 mediavps in a folder named mediavps in your FS2 folder.  Derelict is already set up to depend on them being in that location, and then other mods can use them too.  Otherwise you'll have to be putting them in every mod folder, and you don't want to do that :P
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 18, 2010, 06:10:04 pm
Yea that's what I'm gonna do, I just put them in the Derelict folder to test 3.6.12r_INF to se eif it would fix teh problem, now there's no difference between any of the 3.6.12's I run :) and changing the mod INI in Derelict to 3612 mad actually made the graphics look a little better than the 3.6.10 media vp's do. I've finished testing each on every mod I have and so far everything is running better than ever.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 18, 2010, 06:43:18 pm
Hey chief has anybody done this yet :)  : 

I put the MV_Maxmium_3612 files in the Derelict folder and it was like the difference between night and day :)
Got the 3.6.10's in a mediavps folder, so I can run the fsport, but dam Derelict never looked like this before :)
or did I finally do something right LOL
Title: Re: Release: 3.6.12 Final
Post by: The E on August 18, 2010, 06:56:44 pm
No, you did something very, very wrong. Wolfen, read the installation instructions for the mediavps. Follow them.

DO NOT put the mediavps 3.6.12 files in a folder that is NOT called mediavps_3612. Unless you know what you are doing, you WILL have problems.

If you want to play Derelict with the new mediavps, you need to alter the Derelict mod.ini (I told you how a couple posts ago).

EDIT: For tone.
Title: Re: Release: 3.6.12 Final
Post by: General Battuta on August 18, 2010, 07:03:24 pm
Easy there The_E.
Title: Re: Release: 3.6.12 Final
Post by: utops on August 18, 2010, 08:30:23 pm
With new build and new mediavps i have only  20-25fps how is that and that is at the best score so far.
I can`t beat iceni mission for SOC in retail campagn, beem rays sometimes froze my computer to 1fps,new BP:WiH is  almost unplayable in 5 frame per second. (probably because steve-O models are badly optimized )
My rig is not new it is old, but i can play modern game with no problem at all (except Arma II) and FS is not that good lookin to be so demanding for hardware juice.
There will be any optimalization in the future?

Athlon 4000 2.6Mhz
4gb kingston
HD 4850
Win 7.
Title: Re: Release: 3.6.12 Final
Post by: Topgun on August 18, 2010, 08:54:25 pm
lol, 2.6 mhz.
you must be doing something wrong to get that bad fps.
Title: Re: Release: 3.6.12 Final
Post by: utops on August 18, 2010, 09:13:46 pm
Ops, 2.6Ghz
I don`t know what goes wrong. I simply update everything to the newest stable releases and then run the game as usually do - by launcher. Debug log is clean, no warning messages. When game loads up the SCP universe is smooth like bald dog on northpole or smth, 2.6.10 build and mediavps works fine for me, 2.6.12 eats my rig on breakfast and i really don`t see why...
Title: Re: Release: 3.6.12 Final
Post by: Topgun on August 18, 2010, 10:01:34 pm
try updating your video drivers.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 19, 2010, 02:47:38 pm
No, you did something very, very wrong. Wolfen, read the installation instructions for the mediavps. Follow them.

DO NOT put the mediavps 3.6.12 files in a folder that is NOT called mediavps_3612. Unless you know what you are doing, you WILL have problems.

If you want to play Derelict with the new mediavps, you need to alter the Derelict mod.ini (I told you how a couple posts ago).

EDIT: For tone.


It is set to 3.6.10 like you told me here is a copy of my mod ini file


[launcher]
modname      = MediaVPs 3.6.10;
image255x112 = FSU-MVP.bmp;
infotext     = Freespace II - MediaVPs 3.6.10;
website      = http://www.hard-light.net/;
forum        = http://www.hard-light.net/forums;

[multimod]
primarylist  = ;
secondarylist = ;


But just having those media vp's in there seems to make Derrlict run way better, smoother, and faster.
Title: Re: Release: 3.6.12 Final
Post by: The E on August 19, 2010, 03:03:33 pm
*Sigh*

Okay, step by step again.

1. Put all the 3.6.12 mediavps files in a folder called mediavps_3612
2. Go to your derelict directory.
3. Open up the mod.ini there.
4. Alter the secondarylist line to "secondarylist = mediavps_3612;"
5. Enjoy Derelict with the new mediavps.
6. READ INSTALL INSTRUCTIONS.
7. Read this thread (http://www.hard-light.net/forums/index.php?topic=47640.0)

wolfen, unless you know EXACTLY what you are doing, DO NOT deviate from the official install instructions. They are there for a reason, that reason being that we (speaking as a member of both FSU and SCP here) cannot guarantee that everything will work correctly if you get creative. In my time working on the support board, I have seen more than enough issues caused by people who, like you, thought that they could ignore those instructions.

Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 19, 2010, 04:30:26 pm
trust me E I'm not ignoring instructions on purpose, I set everything back exactly like it was, when you first told me how to get it right.
I don't EVER want to alter anything in Freespace because I'm as good at coding and stuff as a cat is at driving a car.
Right now I have everything EXACTLY as your post says to, and the 3.6.12.INI is running fine on every mod, FSport is running perfectly running FS1
But me being me when  extracted the MV_Maxium3612's into the wrong folder, by mistake.

Oh and I forgot to say the reason the secondary wasn't set to 3.6.12 like you said in my mod ini is that I probably forgot to hit save when I closed it.
Title: Re: Release: 3.6.12 Final
Post by: Mongoose on August 20, 2010, 01:15:26 am
I went on vacation right after the 3.6.12 release explosion, so I've only just gotten the whole thing up and running.  I started in on the first few missions of BP:AoA (need a replay before I sink my teeth into WiH), and I noticed that a whole bunch of the sound effects and voices had some massive clipping going on, almost to the point of causing pain.  I poked around the launcher, and I discovered that the sound device had been set to "Generic Hardware;" changing it to "Generic Software on *insert card here*" did the trick.  Just thought I'd throw that out there in case someone else runs into the same issue. :)
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 20, 2010, 09:29:50 am
That's never just changed for me, but the 5.5f card detection has been upgraded to better detect your OpenAL devices, so there's a chance I guess it might get swapped around on you.  Good for Support gurus to know about that.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 20, 2010, 02:31:20 pm
All I got is the  voice that comes with Vista, or what ever has been put in Freespace, and so far the generic software is working fine,  My main problem is setting my old M/S Sidewinder right to fly around in Freespace.
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 20, 2010, 02:36:24 pm
I have a Sidewinder Precision Pro, and all I have to do is set the absolute throttle axis.  Everything else is good with defaults for me.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 20, 2010, 02:45:14 pm
That's what mine is but its so worn that sometimes it'll flicker a little. I love the stick though does everything I need and want but I do need to replace it someday.

Oh and ya want something really sweet set the monitor to 1440 X 900 if your supports that res, THAT makes everything look even better at 75 Hrz
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 20, 2010, 02:48:40 pm
Being optical, it shouldn't really flicker.  Those should be some of the longest lasting joysticks you'll ever find.  The buttons should die before the axis detection craps out.

The only problem I had recently was one of the wires on the movement sensor came un-soldered, I had to disassemble it and re-solder it into place.  While doing so, the spring in the sticks's base popped free and shot the cover off so hard it cut my face :p
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 20, 2010, 03:06:05 pm
I don't think mine is a electrical or optical problem, I think mine is just worn out, I got it second hand to start with and flew three years in CFS with it, and trust me flying a Hellcat over Midway against 3 or 4 zeros is pure wear out hell on the mechanical parts of any joystick LOL, But if this old girl does die i have a Logitech attack 3 so I can set the left two buttons for what the rudder control does now :)
Title: Re: Release: 3.6.12 Final
Post by: Mongoose on August 20, 2010, 04:01:29 pm
That's never just changed for me, but the 5.5f card detection has been upgraded to better detect your OpenAL devices, so there's a chance I guess it might get swapped around on you.  Good for Support gurus to know about that.
The weird thing about it is that there are two "Generic Hardware" entries listed, one just by itself and one with the name of my sound card in it, and both produce the undesired effects.  The "Generic Software" option with my sound card listed is the only one in the clear.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 20, 2010, 07:35:29 pm
I have the realtek high def audio driver for Vista and I just looked at the audio for the Freespace Launcher, I set it to the generic speakers with realtek audio driver and I forgot that I had been playing with the sound settings in the realtek, yall wanna have some fun? get the realtek for your system, set it to sound like your under s sewer pipe, and run Freepsace with that audio as the one to use and try understanding anybody in the other ships LMAO.
It only took me 5 seconds to remember what I had the computer driver set at, it was real easy after Alpha 3 said bla, bla, boh bla LMAO
Title: Re: Release: 3.6.12 Final
Post by: Ariel on August 21, 2010, 05:03:05 pm
i have a problem with setup for the 3.6.12 build everytime i'm trying to start playing war in heaven  it's crushing in seconds.

how should i rectify this?
Title: Re: Release: 3.6.12 Final
Post by: The E on August 21, 2010, 05:25:51 pm
Read the FSO FAQ (http://www.hard-light.net/forums/index.php?topic=56279.0).

Best guess, without an fs2_open.log provided by you, is a corrupted multi-mission-pack.vp. Delete it, then start the game again.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 21, 2010, 06:10:33 pm
Ariel listen to E he knows everything about what to do.
Title: Re: Release: 3.6.12 Final
Post by: Goober5000 on August 21, 2010, 11:00:32 pm
I collaborated with Swantz to upload fixed versions of the multi packs.  The installer should download un-corrupted files now. :)
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 22, 2010, 03:47:41 am
I collaborated with Swantz to upload fixed versions of the multi packs.  The installer should download un-corrupted files now. :)

Yay!
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 22, 2010, 07:27:05 am
I collaborated with Swantz to upload fixed versions of the multi packs.  The installer should download un-corrupted files now. :)

Will that work with Turey's installer, or do I need a different one?
Title: Re: Release: 3.6.12 Final
Post by: The E on August 22, 2010, 07:32:29 am
If we're talking about "the installer", we usually mean Turey's.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 22, 2010, 07:37:00 am
That's good to know :) Thanks, cause I always keep a copy on Turey's installer on the hard drive in a folder called Freespace downloads :)
Especially since none of us ever know when I'm gonna crash the whole system
Title: Re: Release: 3.6.12 Final
Post by: Ariel on August 22, 2010, 06:50:27 pm
I collaborated with Swantz to upload fixed versions of the multi packs.  The installer should download un-corrupted files now. :)

thanks goober i guess the installer is  a great way to setup the freespace2 2 open .
the name of the file iswxlauncher-0.80.exe?
Title: Re: Release: 3.6.12 Final
Post by: The E on August 22, 2010, 06:54:52 pm
No. That's the wxLauncher, which is something completely different. The FSO Installer can be found here (http://www.fsoinstaller.com/files/installer/java/FreeSpaceOpenInstaller.jar). Needs Java (http://javadl.sun.com/webapps/download/AutoDL?BundleId=41723) installed.
Title: Re: Release: 3.6.12 Final
Post by: BustRobot on August 23, 2010, 08:47:19 am
I don't know if this is the right place, but anyway...

Since I downloaded 3.6.12 and the mediaVPs, I've been experiencing issues with the audio. To put it simply, the various audio sounds (guns, beams, etc) are intermittent at best. When I first start the game, it's not very noticeable but as each new mission is played, the problem becomes more and more acute. You'll hear the sound of a single shot after about 10-20 silent shots, beams with no sound, music taking a while to load between each track, etc.

I first noticed this with Blue Planet 2, and again with the recently released Wings of Dawn campaign.

I'm also getting these issues whether I have the "pre-load sounds" button in the launcher ticked or not.

Again, I'm not sure if this is the correct place, but I'd be grateful for any advice as to what the issue is, as I've never had this problem with any previous versions or builds.  :confused:

Thanks.
Title: Re: Release: 3.6.12 Final
Post by: The E on August 23, 2010, 08:49:44 am
Try setting the audio device to "Generic software" in the Launcher.
Title: Re: Release: 3.6.12 Final
Post by: BustRobot on August 23, 2010, 02:15:57 pm
Try setting the audio device to "Generic software" in the Launcher.

It already appears to be on Generic Software. I suppose I can try the other settings.
Title: Re: Release: 3.6.12 Final
Post by: wolfen on August 23, 2010, 05:10:56 pm
Do you have open AL installed and update?

I use the realteck sound device for my computer but I have the generic software set for Freespace
Title: Re: Release: 3.6.12 Final
Post by: BustRobot on August 24, 2010, 05:16:48 am
Do you have open AL installed and update?

I use the realteck sound device for my computer but I have the generic software set for Freespace


I do have open AL installed, but I can't say I've updated it since I first got it, about 2-3 years ago. Worth a shot.
Title: Re: Release: 3.6.12 Final
Post by: The E on August 25, 2010, 04:56:00 am
Ariel's support issues split out and moved here (http://www.hard-light.net/forums/index.php?topic=71159.0).
Title: Re: Release: 3.6.12 Final
Post by: Turey on August 25, 2010, 11:41:13 pm
Great release guys, looking forward to playing this again.
Title: Re: Release: 3.6.12 Final
Post by: Androgeos Exeunt on August 26, 2010, 01:16:05 am
It's Turey! :eek2:
 /me fires his LRABeam.

(http://v4belg.blu.livefilestore.com/y1pV9UWeuAlNfIjKrKjntyNYDtIozgzX0sHg_V_edytfMuh-DUCjmeiuUwHkeWE3UwlWupGOvQsfk4Vpo8864D7HA/LRAYeah.png)
Title: Re: Release: 3.6.12 Final
Post by: ryuuzaki on August 29, 2010, 06:03:37 am
Hello, umm, I'm new here, and I'm having a problem with the mediavps file.

I've installed everything that was required(fs2 open 3.6.12., trackIR.dll, OpenAl, and ofcourse the retail version), as it says in the readme, and I've put the mediavps folder in my freespace 2  folder and the last step is to go to the launcher on the mod tab, and click ''Select Mod''.
Well, I've got the Launcher 5.5f and there's no such thing.
Here's a screenshot:
http://img811.imageshack.us/img811/1230/launcheryb.jpg

Did I miss a step?
P.S. I'm using Windows 7
Title: Re: Release: 3.6.12 Final
Post by: The E on August 29, 2010, 06:10:52 am
You need to click on the "Browse" button to select the fs2_open build. Only then are all the options and the mod tab unlocked.
Title: Re: Release: 3.6.12 Final
Post by: ryuuzaki on August 29, 2010, 07:36:49 am
That's it, cheers :)

But now, a different problem:
An error message ''Unable to find proper pixel format for OpenGL W32'' ?
Title: Re: Release: 3.6.12 Final
Post by: The E on August 29, 2010, 07:42:00 am
You may need to update or reinstall your GPU drivers. Please also refer to the FSO FAQ (http://www.hard-light.net/forums/index.php?topic=56279.0).
Title: Re: Release: 3.6.12 Final
Post by: bash on September 10, 2010, 02:26:42 pm
Actually, I was waiting for some updates to the rest of the unused project files to get committed to that branch and then I was going to make a final official source tarball.

Is this still on the agenda? :)
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on September 10, 2010, 02:36:23 pm
Not sure, will check.
Title: Re: Release: 3.6.12 Final
Post by: bahijal74 on September 12, 2010, 08:24:12 pm
Hey guys a curiosity i put on mantis (in a very sloppy inelegant newbie way) I would love to know what file and coding controls the Cheats for the game. I wanna see if its something I myself can figure out.. It involved the Destroy target Subsystem cheat..and my thoughts won't let me sleep. As I said its in mantis for the reason if you want or can do anything to get it into the release build id love it but I am curious as to what makes the debug build bring this cheat back after its long broken status which is the same as always in your release build. YES I KNOW YOUR SICK OF ME ABOUT THIS!
(looks at The_E)
Title: Re: Release: 3.6.12 Final
Post by: The E on September 13, 2010, 06:18:18 am
wat.

Dude, it's in Mantis. That means that sooner or later it will get fixed. However, As I said to you before, fixing cheats is very low on the list of priorities. So don't expect it to get done soon.
Title: Re: Release: 3.6.12 Final
Post by: bahijal74 on September 13, 2010, 07:26:44 am
wat.

Dude, it's in Mantis. That means that sooner or later it will get fixed. However, As I said to you before, fixing cheats is very low on the list of priorities. So don't expect it to get done soon.
and dude as i said I want to also see if i  can figure this one out in the interim. as in maybe you won't have to do i. as i n im covering my bases
Title: Re: Release: 3.6.12 Final
Post by: The E on September 13, 2010, 07:30:35 am
Well. If you want to fix it yourself, you will have to get Visual Studio and a copy of the FSO source. Then you'll have to see where the cheat gets processed, figure out why it works one way on debug and another way on a release build, and fix it.

Instructions on how to get the code can be found here: http://www.hard-light.net/forums/index.php?topic=46261.0

Visual C++ Express can be downloaded for free here: http://www.microsoft.com/express/Downloads/#2010-Visual-CPP
Title: Re: Release: 3.6.12 Final
Post by: bash on September 15, 2010, 02:58:10 am
Not sure, will check.

Please do.
I have checked the svn but there is no 3.6.12 tag there either.
Title: Re: Release: 3.6.12 Final
Post by: Zacam on September 18, 2010, 11:43:57 pm
3.6.12 Final source Checkout here: svn://svn.icculus.org/fs2open/branches/fs2_open_3_6_12

Base Trunk here: svn://svn.icculus.org/fs2open/trunk/fs2_open
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on September 19, 2010, 12:04:00 pm
He's right though, we do need to make a 3.6.12 tag as soon as we make sure that all the project files in the 3.6.12 branch were set up correctly.
Title: Re: Release: 3.6.12 Final
Post by: Goober5000 on September 20, 2010, 08:18:59 pm
I can vouch for VC6, you can vouch for VC2008, and I think Taylor can vouch for whatever he uses.  I was going to upgrade the VC2005 project but I don't think I can spare cycles for that right now.  The VC2005 project is already up-to-date on trunk though.
Title: Re: Release: 3.6.12 Final
Post by: JellybeanTiger on December 06, 2010, 02:08:19 am
Why are there 2 exes?

One with d and one with r?
Which one do I use?
Title: Re: Release: 3.6.12 Final
Post by: FUBAR-BDHR on December 06, 2010, 02:11:05 am
Always use the r(ealese) unless you are modding or told to run d(ebug)
Title: Re: Release: 3.6.12 Final
Post by: Fury on December 06, 2010, 02:33:39 am
I'm starting to think executables should be named as fs2open_3612_INF_SSE2.exe and fs2open_3612_INF_SSE2_debug.exe. Removed unnecessary underscores and made it clear that the other exe is debug, not just mysterious "d".
Title: Re: Release: 3.6.12 Final
Post by: Goober5000 on December 06, 2010, 02:51:30 am
That's how they used to be named.  At some point people started naming them differently.
Title: Re: Release: 3.6.12 Final
Post by: Jeff Vader on December 06, 2010, 02:54:50 am
At some point people started naming them differently.
The question "Why?" comes to mind.
Title: Re: Release: 3.6.12 Final
Post by: Androgeos Exeunt on December 06, 2010, 05:03:58 am
To speed things up?

Alternatively...

(http://koti.welho.com/ahesso/Animation/Motivation_Forthelulz.jpg)
Title: Re: Release: 3.6.12 Final
Post by: Jeff Vader on December 06, 2010, 07:28:56 am
To speed things up?
Speed what things up? Certainly not end-users' things.

Alternatively...
Well, that.
Title: Re: Release: 3.6.12 Final
Post by: tcolli17 on December 06, 2010, 06:54:30 pm
I have a question and don't want to make a whole new thread about it.

I am using 3.6.12 and it doesn't show the shields on ships that I shoot. But when I play a campaign in .10, you can see the shields. You know when you shoot an enemy ship you should see the shield mesh around that ship the first couple of shots. Also, most of the Shivan ships don't have any red parts to them, they are just gray. Does anybody know what could be causing these two problems? I do have the mediavps_3612. Thanks.
Title: Re: Release: 3.6.12 Final
Post by: General Battuta on December 06, 2010, 07:12:43 pm
I have a question and don't want to make a whole new thread about it.

I am using 3.6.12 and it doesn't show the shields on ships that I shoot. But when I play a campaign in .10, you can see the shields. You know when you shoot an enemy ship you should see the shield mesh around that ship the first couple of shots. Also, most of the Shivan ships don't have any red parts to them, they are just gray. Does anybody know what could be causing these two problems? I do have the mediavps_3612. Thanks.

Sounds like a missing effects VP. Post a debug log and we can sort the problem out in a jiffy.
Title: Re: Release: 3.6.12 Final
Post by: tcolli17 on December 06, 2010, 07:49:17 pm
I have a question and don't want to make a whole new thread about it.

I am using 3.6.12 and it doesn't show the shields on ships that I shoot. But when I play a campaign in .10, you can see the shields. You know when you shoot an enemy ship you should see the shield mesh around that ship the first couple of shots. Also, most of the Shivan ships don't have any red parts to them, they are just gray. Does anybody know what could be causing these two problems? I do have the mediavps_3612. Thanks.

Sounds like a missing effects VP. Post a debug log and we can sort the problem out in a jiffy.
I just ran 3.6.12d and it didn't post an error log. It would be in the main freespace folder right? I went to the tech room and ran a single mission.
Title: Re: Release: 3.6.12 Final
Post by: General Battuta on December 06, 2010, 07:56:29 pm
I have a question and don't want to make a whole new thread about it.

I am using 3.6.12 and it doesn't show the shields on ships that I shoot. But when I play a campaign in .10, you can see the shields. You know when you shoot an enemy ship you should see the shield mesh around that ship the first couple of shots. Also, most of the Shivan ships don't have any red parts to them, they are just gray. Does anybody know what could be causing these two problems? I do have the mediavps_3612. Thanks.

Sounds like a missing effects VP. Post a debug log and we can sort the problem out in a jiffy.
I just ran 3.6.12d and it didn't post an error log. It would be in the main freespace folder right? I went to the tech room and ran a single mission.

It will be called fs2_open.log, and it is located in /FreeSpace 2/data.
Title: Re: Release: 3.6.12 Final
Post by: tcolli17 on December 06, 2010, 08:35:10 pm

It will be called fs2_open.log, and it is located in /FreeSpace 2/data.

I'm trying to post it, but it is saying that I can't because it is over 50000 characters. I am trying to wrap it in code.
Title: Re: Release: 3.6.12 Final
Post by: General Battuta on December 06, 2010, 08:39:28 pm
No need. Go to pastebin.com, paste it there, and then paste the resulting link here.
Title: Re: Release: 3.6.12 Final
Post by: tcolli17 on December 06, 2010, 09:07:31 pm
Here you go. Thanks...
http://pastebin.com/3q6SJAir (http://pastebin.com/3q6SJAir)
Title: Re: Release: 3.6.12 Final
Post by: General Battuta on December 06, 2010, 09:17:14 pm
I'm going to need to wait for The_E to come along to check your tags and make sure none of the MVPs are corrupt. It sure sounds like something's loading improperly but I don't immediately see an error...
Title: Re: Release: 3.6.12 Final
Post by: General Battuta on December 06, 2010, 09:20:35 pm
Oh, er, wait. Have you considered enabling a few more graphics options? Enable specular, glowmaps, environment maps and apply lighting to missiles in the launcher.
Title: Re: Release: 3.6.12 Final
Post by: tcolli17 on December 06, 2010, 09:27:20 pm
Oh, er, wait. Have you considered enabling a few more graphics options? Enable specular, glowmaps, environment maps and apply lighting to missiles in the launcher.
Is that going to make the game run slower? When I run blueplanet, my fps goes down below 10 sometimes and it sux. That's why I disabled some of the graphic options. But I don't see how that could be the problem because I can take the same campaign, play it in .12 and it won't have any shield effects, then just switch to .10 and it would have the shield effects.
Title: Re: Release: 3.6.12 Final
Post by: General Battuta on December 06, 2010, 09:31:53 pm
The lack of glowmaps is why the Shivan ships are all gray.

As for the shield hits I'm not sure.
Title: Re: Release: 3.6.12 Final
Post by: tcolli17 on December 06, 2010, 09:52:58 pm
The lack of glowmaps is why the Shivan ships are all gray.

As for the shield hits I'm not sure.

There is an option for shield effects under details. Had it set to the lowest. Guess when I switch to .10 I have settings different for that pilot. Thanks for helping. Do you know anyway to decrease the quality of the beams? Because they seem to slow down my system the most.
Title: Re: Release: 3.6.12 Final
Post by: General Battuta on December 06, 2010, 09:55:18 pm
Remove MV_Advanced from your MediaVPs folder and place it in a safe place either outside your FreeSpace 2 directory or in a FreeSpace 2 subfolder called 'unused vps' or something.
Title: Re: Release: 3.6.12 Final
Post by: The E on December 07, 2010, 05:26:29 am
In addition, please make sure you're using the latest drivers for your card. A HD 3200 should be capable of more than just OpenGL 2.1.
Title: Re: Release: 3.6.12 Final
Post by: Tahna Los on December 27, 2010, 11:25:10 am
Hello.

Is there any change to how FS2Open reads player files?  All my player files from 3.6.10 are no longer readable.
Title: Re: Release: 3.6.12 Final
Post by: General Battuta on December 27, 2010, 12:02:43 pm
If you are running an INF build (which you should be) you can no longer use your 3.6.10 player files but because they are all going to be obsolete anyway in the pilot code upgrade coming with 3.7 you're going to have to give them up eventually.
Title: Re: Release: 3.6.12 Final
Post by: Zacam on December 27, 2010, 11:31:32 pm
Inferno Builds were "edge" cases for 3.6.10. theINory a non-inferno pilot _should_ be able to be loaded by an Inferno build, but it's risky as all get out and chances corrupting the Pilot file.

If you really want to try it, copy the pilot from your freespace2\data\players\single into freespace2\data\pilots\single\inferno (I'd also recommend saving another copy somewhere else.) The files to copy will be %PilotName.pl2 and $PilotName.%Campaign.cs2. Load and cross your fingers.

There is also linked below the Inferno Builds a set called Standard. But be aware that Standard builds don't have the raised limits that Inferno builds do, and as more mods are adding more ships, Inferno has become the new Default Standard.

 Standard builds also won't load some mods (Like Blue Planet) which have more ships than Standard builds can accommodate.

And that's of course assuming that the .10 pilot files haven't become corrupted themselves.
Title: Re: Release: 3.6.12 Final
Post by: sfried on February 09, 2011, 04:13:33 pm
Wait...should I clear my media VPs folder? Any new MediaVPs I have to install?
Title: Re: Release: 3.6.12 Final
Post by: FUBAR-BDHR on February 09, 2011, 04:29:12 pm
No leave your mediavps folder.  Some mods still need it.  You do need to get the 3.6.12 mediavps and the patches.  They install into a new mediavps_3612 directory.
Title: Re: Release: 3.6.12 Final
Post by: sfried on February 09, 2011, 04:37:12 pm
No leave your mediavps folder.  Some mods still need it.  You do need to get the 3.6.12 mediavps and the patches.  They install into a new mediavps_3612 directory.
I see. I think I have Media VP 3.6.10 in my folder still. I'll clear it out and just put the new files in the same directory.

Edit: Can't seem to find the patch files the post mentions.
Title: Re: Release: 3.6.12 Final
Post by: FUBAR-BDHR on February 09, 2011, 04:42:22 pm
No don't do that.  3.6.10 mediavps need to be in the mediavps directory.  3.6.12 will install into a new directory where mods that are compatible with them will look for them.  DO NOT reuse the old directory. 

The patch files are available in the 3.6.12 mediavp release thread.
Title: Re: Release: 3.6.12 Final
Post by: sfried on February 09, 2011, 04:46:25 pm
So MV_Maximum and patches install into \MediaVPs_3612 which is in the root FS2 folder while the previous \MediaVPs (3.6.10) and patches/fixes go to mediavps ... What about if I don't do any mods (other than standard SPC of course)?
Title: Re: Release: 3.6.12 Final
Post by: General Battuta on February 09, 2011, 05:07:58 pm
What you say is correct, I don't understand your question though.
Title: Re: Release: 3.6.12 Final
Post by: sfried on February 09, 2011, 05:16:14 pm
If I don't intend on installing Blue Planet, for example, can I simply make do without 3.6.10 vps (\mediavps) and just play the regular campaign SPC with only \mvps_3612?
Title: Re: Release: 3.6.12 Final
Post by: General Battuta on February 09, 2011, 05:21:07 pm
Blue Planet 1+2 both require the 3.6.12 MVPs, as do Vassago's Dirge and Wings of Dawn, but other than that yes you should be okay.
Title: Re: Release: 3.6.12 Final
Post by: sfried on February 09, 2011, 05:22:45 pm
Blue Planet 1+2 both require the 3.6.12 MVPs, as do Vassago's Dirge and Wings of Dawn, but other than that yes you should be okay.
So you're saying \MediaVPs can be deleted since the launcher is pulling from \MediaVPs_3612 is that right?

Edit: What I'm saying is that I don't have any of the mods installed. I'm planning on a fresh install and don't intend to play Inferno or any other mods. Should I simply delete the old \mediavps folder and make a new one with the 3.6.12 vps in it, or does it have to be called "\mediavps_3612"? What you were assuming is that I have other mods installed and I don't, other than the old version of mediavps.
Title: Re: Release: 3.6.12 Final
Post by: General Battuta on February 09, 2011, 05:53:24 pm
No. Keep your old mediavps folder, create a new one called mediavps_3612 for the new MediaVPs, it should absolutely be called that and there is no reason to delete your old MVPs. Simply select mediavps_3612 to play SCP with said MVPs.
Title: Re: Release: 3.6.12 Final
Post by: sfried on February 09, 2011, 06:03:50 pm
Any reason why the old \mediavps shouldn't be deleted (other than other mods)? Does the regular SPC FS2 campaign refer back to it?
Title: Re: Release: 3.6.12 Final
Post by: General Battuta on February 09, 2011, 07:05:33 pm
No, and I suppose you can delete it if you want, but if you ever plan to play mods like Derelict or The Procyon Insurgency that are not yet 3.6.12 compatible you'll need to track it down and download it and that's a hassle.
Title: Re: Release: 3.6.12 Final
Post by: sfried on February 09, 2011, 07:14:12 pm
No, and I suppose you can delete it if you want, but if you ever plan to play mods like Derelict or The Procyon Insurgency that are not yet 3.6.12 compatible you'll need to track it down and download it and that's a hassle.
That's the point. I don't intend to. I just wanted a fresh 3.6.12 SPC install. No mods or whatnot.
Title: Re: Release: 3.6.12 Final
Post by: General Battuta on February 09, 2011, 07:18:27 pm
But unless you need hard drive space you lose absolutely nothing from keeping the 3.6.10s around and you gain at least some conceivable benefit. I mean you know the scenario now, you can decide whatever you like, I'm just saying.
Title: Re: Release: 3.6.12 Final
Post by: sfried on February 09, 2011, 07:22:57 pm
But unless you need hard drive space you lose absolutely nothing from keeping the 3.6.10s around and you gain at least some conceivable benefit. I mean you know the scenario now, you can decide whatever you like, I'm just saying.
I would actually like the hard drive space. 3.6.10 took up a lot and not to mention the number of fixes were a lot. Fresh installing 3.6.12 with only that one patch gets rid of much of what I don't need.

One other thing: Does the new 3.6.12 mediavps need to be under a folder called "\mediavps_3612" or can it just be any folder name (like "\mediavps", or will that create a conflict with the launcher)?
Title: Re: Release: 3.6.12 Final
Post by: sigtau on February 09, 2011, 07:28:38 pm
It needs to be mediavps_3612.  End of story.
Title: Re: Release: 3.6.12 Final
Post by: Jeff Vader on February 10, 2011, 03:34:43 am
One other thing: Does the new 3.6.12 mediavps need to be under a folder called "\mediavps_3612" or can it just be any folder name (like "\mediavps", or will that create a conflict with the launcher)?
In your case where you are NOT going to play any mods, in theory you can name your MediaVPs folder to almost anything. mediavps_3612, mediavps, jericho, bananaphone, anything. Because you'll simply select that folder as your active mod from the Launcher. The name doesn't really matter in that case. Just avoid really long names.

But officially I also support sticking to the mediavps_3612 name. In the unlikely case that you do decide to play some mods that require the MediaVPs.
Title: Re: Release: 3.6.12 Final
Post by: Liberator on February 16, 2011, 06:46:09 pm
When I try to download this update, I'm getting a CRC failure from both windows and 7-Zip.
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on February 16, 2011, 10:53:19 pm
There's a lot of links in the OP, which one are you having trouble with?  Help me help you :)
Title: Re: Release: 3.6.12 Final
Post by: Liberator on February 17, 2011, 05:40:08 am
I tried two different ones, the SSE2 from this thread, and also the SSE2 link in the Nightly Builds thread for 15 February 2011.
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on February 17, 2011, 09:54:20 am
Well, I tested one out last night, the first build set in the post.  Downloaded and extracted fine with 7-zip.  They must be getting corrupted somewhere else, as no one else is having a problem.  Perhaps they're not finishing for some reason?
Title: Re: Release: 3.6.12 Final
Post by: Liberator on February 17, 2011, 02:10:00 pm
Hmm, well I cleared everything and redownloaded SSE2 from the front and I'm getting a different checksum than the one listed.  Which I don't know if you can tell anything from it or not but here it is:

c4428bf54d3efa07629cf3b874de6eb8

I drilled down through the links and allowed the fs2downloads.com  and ntlworld.com websites in noscript.  Which I don't think was affecting it since I'm getting the same error after as I was before.
Title: Re: Release: 3.6.12 Final
Post by: Jeff Vader on February 17, 2011, 02:16:54 pm
Just tried downloading the SSE2 INF build from this thread and works fine. Mirrored here (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/fs2_open_3_6_12_INF_SSE2.zip), if you want to try it.
Title: Re: Release: 3.6.12 Final
Post by: Iss Mneur on February 17, 2011, 03:17:08 pm
Does it work if you disable your virus scanner?
Title: Re: Release: 3.6.12 Final
Post by: karajorma on February 17, 2011, 11:59:23 pm
I drilled down through the links and allowed the fs2downloads.com  and ntlworld.com websites in noscript. 

Eh? Both of those belong to me (well not the whole of ntlworld.com obviously but that is where the FAQ is situated). Why are you getting requests to go there anyway?
Title: Re: Release: 3.6.12 Final
Post by: Liberator on February 18, 2011, 12:37:47 am
I'm not, but there was a link through from fs2downloads, so I thought I'd be better safe than sorry.

*Update*
Utilizing WinRAR, I managed to get both FRED and FS2 executables with the only CRC failure coming from the PDB files.  Which I understand to be unnecessary unless I need to run a debug executable.
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on February 18, 2011, 07:44:08 am
www.fs2downloads.com is yours Kara, swc.fs2downloads.com is all mine :)
Title: Re: Release: 3.6.12 Final
Post by: SF-Junky on February 19, 2011, 06:49:15 am
Sorry to interrupt, but I'd like to know how many ships and weapons I can use in a .tbl with this build. 250 for ships and 300 for weapons or what was it like? Does this still count in these builds? :)
Title: Re: Release: 3.6.12 Final
Post by: Zacam on February 19, 2011, 11:38:46 am

If you are using the INF builds, then yes.

When 3.7.x comes out, you won't have to choose between INF/Non-INF because the INF Limits will be the default.
 (if not possibly sooner)
Title: Re: Release: 3.6.12 Final
Post by: tbone161 on February 19, 2011, 01:37:41 pm
Hello im gettinga error mssg saying cursor bitmap not found due to three posible reasons  when i try to run the game from the start menu it tells me thsat i have no memory available when i do. plz help
Title: Re: Release: 3.6.12 Final
Post by: Jeff Vader on February 19, 2011, 01:59:43 pm
http://www.hard-light.net/forums/index.php?topic=56279.msg1180353#msg1180353
Title: Re: Release: 3.6.12 Final
Post by: Daniel Brauer on March 02, 2011, 03:28:36 pm
Are there any mirrors? I can't find any A records for swc.fs2downloads.com
Title: Re: Release: 3.6.12 Final
Post by: General Battuta on March 02, 2011, 03:29:49 pm
It looks like the servers may be down.  :(
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on March 02, 2011, 03:42:22 pm
Yes, it appears that all of fs2downloads.com and fsoinstaller.com have both stopped resolving.  I've been trying to reach the owner of the hosting to see what's going on.
Title: Re: Release: 3.6.12 Final
Post by: Spaztian on March 04, 2011, 06:19:44 am
If anyone has these files, I have some webspace where it can be hosted and mirrored. I have been looking through my archives but I've only got the SSe2 version for 3.6.12.
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on March 04, 2011, 03:27:32 pm
I still have all the files I've uploaded, as far as builds go.  That's not a problem.  Problem would be the time involved in uploading them, and since most people were using the FSO Installer, which is also down, it's not going to reach many people in the meantime.
Title: Re: Release: 3.6.12 Final
Post by: [DW]-Hunter on March 04, 2011, 11:16:14 pm
As soon as I have all the funds for another 1 year lease It will all be back.... Those who are able to contribute who use these resources, it would be greatly appreciated. Enough webspace/BW to suit any of your needs for those who help out ;)
Title: Re: Release: 3.6.12 Final
Post by: FekLeyrTarg on March 05, 2011, 03:25:23 am
I still have the 3.6.12 Inferno Exes. Shall I upload them somewhere?
Title: Re: Release: 3.6.12 Final
Post by: unimaginative on March 05, 2011, 04:49:23 am
As soon as I have all the funds for another 1 year lease It will all be back.... Those who are able to contribute who use these resources, it would be greatly appreciated. Enough webspace/BW to suit any of your needs for those who help out ;)

It might be helpful to say how much you need and how you want the contributions to be given
Title: Re: Release: 3.6.12 Final
Post by: Deadly in a Shadow on March 05, 2011, 06:09:05 am

I can't download the Mediavps, the Launcher and the builds because the swc.downloads aren't available.
Title: Re: Release: 3.6.12 Final
Post by: MatthTheGeek on March 05, 2011, 07:45:46 am
MVPs are on FSMods.net, so you should be able to DL them without issue. There has been another report of broken links and I have mirrored the launcher and the .12 builds here (http://www.hard-light.net/forums/index.php?topic=74934.msg1481767#new). You should still be able to grab the source on the svn and compile it yourself anyway.
Title: Re: Release: 3.6.12 Final
Post by: Jeff Vader on March 05, 2011, 08:07:32 am
MatthTheGeek's Mediafire downloads added to the first post.
Title: Re: Release: 3.6.12 Final
Post by: Deadly in a Shadow on March 05, 2011, 08:37:57 am

Of course, I need the normal SSE build, it seems that the SSE 2 build doesn't work (for my comp)
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on March 10, 2011, 06:46:33 pm
Files are back up.
Title: Re: Release: 3.6.12 Final
Post by: ShivanSpS on March 26, 2011, 03:57:07 pm
there is any custom flag that allow the launcher to set the affinity to all cores?
Title: Re: Release: 3.6.12 Final
Post by: Iss Mneur on March 26, 2011, 05:07:56 pm
there is any custom flag that allow the launcher to set the affinity to all cores?
No.  FSO crashes badly so it forces itself to run on the second core.  I can find the registry key that FSO uses if you want to force it to a different core.
Title: Re: Release: 3.6.12 Final
Post by: ShivanSpS on March 26, 2011, 05:40:44 pm
I already tested it and it works fine, with about 15 to 40% performance increase in a E-350 APU...

http://www.hard-light.net/forums/index.php?topic=75149.0

so i wanted to know if there is any way to force it whiout doing it manually from TM everytime.
Title: Re: Release: 3.6.12 Final
Post by: Commander Zane on March 26, 2011, 05:54:08 pm
I don't have to force mine when I checked, everything was already set. :nervous:
Title: Re: Release: 3.6.12 Final
Post by: Iss Mneur on March 26, 2011, 07:32:18 pm
I already tested it and it works fine, with about 15 to 40% performance increase in a E-350 APU...

http://www.hard-light.net/forums/index.php?topic=75149.0

so i wanted to know if there is any way to force it whiout doing it manually from TM everytime.
Find or create a ProcessorAffinity key of type DWORD in the Freespace registry entry it is under HKEY_LOCAL_MACHINE/SOFTWARE/Volition/Freespace2 or HKEY_LOCAL_MACHINE/SOFTWARE/Wow6432Node/Volition/Freesspace.

Set the value of the key to 0 to disable fso auto setting the mask.  See the SetProcessAffinityMask (http://msdn.microsoft.com/en-us/library/ms686223%28v=vs.85%29.aspx) documentation on msdn for other possible values.

If you have weird unrepeatable issues with FSO, remove the key. Good luck.
Title: Re: Release: 3.6.12 Final
Post by: ShivanSpS on March 26, 2011, 08:16:07 pm
I already tested it and it works fine, with about 15 to 40% performance increase in a E-350 APU...

http://www.hard-light.net/forums/index.php?topic=75149.0

so i wanted to know if there is any way to force it whiout doing it manually from TM everytime.
Find or create a ProcessorAffinity key of type DWORD in the Freespace registry entry it is under HKEY_LOCAL_MACHINE/SOFTWARE/Volition/Freespace2 or HKEY_LOCAL_MACHINE/SOFTWARE/Wow6432Node/Volition/Freesspace.

Set the value of the key to 0 to disable fso auto setting the mask.  See the SetProcessAffinityMask (http://msdn.microsoft.com/en-us/library/ms686223%28v=vs.85%29.aspx) documentation on msdn for other possible values.

If you have weird unrepeatable issues with FSO, remove the key. Good luck.

That worked perfectly! thanks.
Title: Re: Release: 3.6.12 Final
Post by: CaptJosh on April 10, 2011, 09:56:46 am
Odd. That registry section appears to have been in my user profile registry area rather than in HKEY_LOCAL_MACHINE. But I AM on Win7 64-bit and I don't think I ran the installer when I upgraded. I think I just ran the program...
Title: Re: Release: 3.6.12 Final
Post by: Iss Mneur on April 10, 2011, 10:27:16 am
Odd. That registry section appears to have been in my user profile registry area rather than in HKEY_LOCAL_MACHINE. But I AM on Win7 64-bit and I don't think I ran the installer when I upgraded. I think I just ran the program...
That is because of registry virtualization.  We are not supposed to be writing to HKLM as a normal user program, but Win7 and Vista redirects our writes to HKLM to the user profile.
Title: Re: Release: 3.6.12 Final
Post by: CaptJosh on April 12, 2011, 06:17:14 pm
Unless it's installed for all users. Right... I should have remembered that.
Title: Re: Release: 3.6.12 Final
Post by: The E on April 13, 2011, 03:09:48 pm
Nope. Only programs that run with admin privileges are allowed to write stuff into HKLM, everything else gets redirected into HKCU.
Title: Re: Release: 3.6.12 Final
Post by: kdssrugby on June 01, 2011, 06:36:44 pm
Not sure if this is the right place to post, my apologies if it's not. I recently played the level "proving grounds" and chose to use a Hercules MKII rather than the default Perseus. I attempted to take down the Moloch class cruiser by A) providing sensor support (flying close to it) and B) by shooting it with hundreds of Tempests. Although I can destroy turrens etc., I cannot actually cause any damage to it's overall health. This prevents me from fully killing the cruiser and therefore from receiving the Galatea medal.
Title: Re: Release: 3.6.12 Final
Post by: Dragon on June 01, 2011, 06:49:53 pm
This is not related to 3.6.12, it's been like that since retail. Up your difficulty level (this happens because of a stupid cap for FS2 AI, which increases with difficulty) and pray Aquitane doesn't get it's beams killed, since it should be able to kill the Moloch.
Alternatively, use a lot of EMP missiles, which can, IIRC, damage Corvettes.
Title: Re: Release: 3.6.12 Final
Post by: kdssrugby on June 01, 2011, 08:13:31 pm
This is not related to 3.6.12, it's been like that since retail. Up your difficulty level (this happens because of a stupid cap for FS2 AI, which increases with difficulty) and pray Aquitane doesn't get it's beams killed, since it should be able to kill the Moloch.
Alternatively, use a lot of EMP missiles, which can, IIRC, damage Corvettes.

Much obliged, I was sure that I had been able to damage it in the past. Apparently I misremembered.
Title: Re: Release: 3.6.12 Final
Post by: Mars on June 01, 2011, 11:40:48 pm
This is not related to 3.6.12, it's been like that since retail. Up your difficulty level (this happens because of a stupid cap for FS2 AI, which increases with difficulty) and pray Aquitane doesn't get it's beams killed, since it should be able to kill the Moloch.
Alternatively, use a lot of EMP missiles, which can, IIRC, damage Corvettes.

You can damage it down to 1%, with a lot of effort.

Much obliged, I was sure that I had been able to damage it in the past. Apparently I misremembered.

You can damage it down to 1%
Title: Re: Release: 3.6.12 Final
Post by: X3N0-Life-Form on June 02, 2011, 09:08:42 am
Alternatively, use a lot  of EMP missiles, which can, IIRC, damage Corvettes.

fixed that for you :)

Seriously, it takes forever to blast a corvette with EMP shockwaves
Title: Re: Release: 3.6.12 Final
Post by: kdssrugby on June 02, 2011, 10:31:06 am
Alternatively, use a lot  of EMP missiles, which can, IIRC, damage Corvettes.

Seriously, it takes forever to blast a corvette with EMP shockwaves


I wish I had known that, I tried again  using 3 full banks of Tempests and they did nothing. Oh well.
Title: Re: Release: 3.6.12 Final
Post by: mralexs on June 03, 2011, 02:35:51 pm
umm.... i jost got FS2 today, how the heck do i install this???? :confused:
Title: Re: Release: 3.6.12 Final
Post by: The E on June 03, 2011, 02:48:35 pm
Use the instructions found here: http://www.hard-light.net/forums/index.php?topic=61606.0
Title: Re: Release: 3.6.12 Final
Post by: mralexs on June 03, 2011, 05:25:57 pm
thx! also, it says a bunch of files are out of date...... :confused:
Title: Re: Release: 3.6.12 Final
Post by: kdssrugby on June 04, 2011, 02:10:12 pm
I ran into another bug, not sure if it's related to SCP or not (although I've never encountered it in previous playthroughs, SCP and Vanilla versions). I was playing the last mission and was racing to the node, almost made it, and I was hitting alt+J. Since I wasn't close enough it kept aborting. The weird thing though was what happened:

-no onscreen countdown timer
-I heard the "Whoosh" and a brief (1 second) screen of my figher getting vaporized
-following that brief cinematic moment it put me back in the game, still alive, near the node
-I was then allowed to jump out, but recieved no final cinematic (either version despite having the files in the proper folder [.../freespace 2/data/movies]).
Title: Re: Release: 3.6.12 Final
Post by: Zacam on June 04, 2011, 09:19:22 pm

It's possible the supornova (countdown display) is not working right on .12 or that you have an associated HUD element off in your HUD config.

There are occasional "Red-Alert" mission bugs that randomly seem to creep in that can produce this effect. While we're aware of it, we still (afaik) don't have a fixed understanding of what causes it in order to better address it. (Outside of potentially the New Pilot code that will be coming up and is currently in Testing)
Title: Re: Release: 3.6.12 Final
Post by: shiv on August 17, 2011, 06:45:52 am
Just a question: Does FS2 Open still work with OS X Tiger?
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 17, 2011, 02:00:41 pm
I don't know that we're supporting it still, but that doesn't mean it doesn't work anymore.  But I don't think we have the resources to ensure it anymore, as I don't know any devs still running Tiger.  If we broke it, and someone can tell us what broke it, we could try to fix it, but if it ends up being some big new feature that broke it, and there'd be headache trying to fix it, we may have to cut it off.  But I don't know why at least the fixed render pipeline shouldn't work still.  May need to compile it yourself though, the builds I make on Snow Leopard these days might not work on Tiger anymore.
Title: Re: Release: 3.6.12 Final
Post by: shiv on August 17, 2011, 03:09:18 pm
Thanks for info. I will test it on Tiger soon. If it doesn't work I will just upgrade to Leopard or Snow Leopard. $30 isn't much after all.
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on August 17, 2011, 04:10:07 pm
I can't imagine FS2 is the only reason you'd want to upgrade either, if you have the hardware for Snow Leopard (Intel Mac?) it's so much nicer than Tiger.
Title: Re: Release: 3.6.12 Final
Post by: shiv on August 17, 2011, 04:46:35 pm
Well, FS2 isn't the only reason I want to upgrade. Snow Leopard is better for many other reasons.

My hardware is late 2006 Core 2 Duo based iMac.
Title: Re: Release: 3.6.12 Final
Post by: Firstdragon34 on September 17, 2011, 12:01:14 pm
I downloaded the 3.6.12 Inferno yesterday and it is pretty awesome! But I have one question, my FS2 folder in my Computer does not have folder that is labled 'movies'.
Title: Re: Release: 3.6.12 Final
Post by: Jeff Vader on September 17, 2011, 12:05:44 pm
But I have one question, my FS2 folder in my Computer does not have folder that is labled 'movies'.
Most modern operating systems contain the functionality for creating new folders.
Title: Re: Release: 3.6.12 Final
Post by: Firstdragon34 on September 17, 2011, 04:04:40 pm
Thank you, I'll keep that in mind
Title: Re: Release: 3.6.12 Final
Post by: JCDNWarrior on September 17, 2011, 04:21:51 pm
Thanks for info. I will test it on Tiger soon. If it doesn't work I will just upgrade to Leopard or Snow Leopard. $30 isn't much after all.

As I work in customer service supplying lots of different popular software products I'm sorta advising against upgrading to Tiger unless you're certain your software will work correctly with it ;) Might have to wait for new versions of software. For FS2, who knows. Just a general statement though, hope it will function correctly.
Title: Re: Release: 3.6.12 Final
Post by: Scourge of Ages on January 04, 2012, 11:13:03 am
Hello! It's come to my attention that the download link at http://scp.indiegames.us/bnr_fs2open.php is not working. Also the primary links for all the 3.6.12 builds on the first page.
Is there any plan on repairing those, or just waiting for .14 final?
Title: Re: Release: 3.6.12 Final
Post by: chief1983 on January 04, 2012, 02:33:23 pm
Yeah everything on fs2downloads.com is down again.  Should be up in a day or two though.
Title: Re: Release: 3.6.12 Final
Post by: Ansem on January 10, 2012, 06:12:16 am
Loved FreeSpace 2 and registered just to say:

WHERE'S THE BLOODY DOWNLOAD LINK !
y u no up !
Really, this has been going on for some weeks now, I discovered this project already some time ago, but it looks really good.
Don't let it die because your filehosting can't be fixed, either host it somewhere else or fix it.
With a big community you should be able to find people who would offer support.
Else host downloads on gamefront or sourceforge or an alternative opensource project manager, they'll give you plenty of space, SVN and other goodies to keep your project alive.
Title: Re: Release: 3.6.12 Final
Post by: Jeff Vader on January 10, 2012, 06:26:30 am
http://www.hard-light.net/forums/index.php?topic=79332.msg1573620#msg1573620
Title: Re: Release: 3.6.12 Final
Post by: Zacam on January 10, 2012, 08:46:57 am
Ansem: There are also (Mirror) links for the 3.6.12 executables AND the 5.5g launcher. They're not that hard to spot, try using one of those.

We are working on expanding the avenues available for download locations. We appreciate your enthusiasm and apologize for the inconvenience. RC3 will be coming out soonish (hopefully by this weekend) and it will offer multiple dedicated download locations.

The current hosting location has served the SCP for Release Purposes ever since chief1983 opened the doors to it. Unfortunately, it's a domain that isn't controlled by any of the members here. This hasn't been a problem, until now and even then, while being inconvenient, is merely that, a momentary inconvenience.

We appreciate the support and the feedback, but the tone of your message -could- be read as trying to tell us how to do something that we are already in the process of doing, something we are already familiar with doing, and for many of us, is something we've been doing for (nearly) a decade. Since it's your first post, however, I'll just ask for your patience in the matter while we get everything sorted out if you please.
Title: Re: Release: 3.6.12 Final
Post by: totya on June 02, 2012, 05:38:25 am
Hi!

In mv_core-wep.tbm file, I see new type: "ROF". What this is mean exactly?

Thanks.
Title: Re: Release: 3.6.12 Final
Post by: The E on June 02, 2012, 05:53:27 am
The "ROF" entry (which, I should note, is NOT a table option, but rather an extension of the weapon description) tells you the Rate Of Fire of the weapon. "ROF: 5/s" means the weapon fires 5 shots per second.
Title: Re: Release: 3.6.12 Final
Post by: totya on June 02, 2012, 06:15:37 am
The "ROF" entry (which, I should note, is NOT a table option, but rather an extension of the weapon description) tells you the Rate Of Fire of the weapon. "ROF: 5/s" means the weapon fires 5 shots per second.

Hi, thanks for the information!