Author Topic: Release 3.6.14 Release Candidate 9  (Read 11769 times)

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Offline Zacam

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Release 3.6.14 Release Candidate 9
Final here. Go there.


Should be the last one.  I present RC9, with improved sound and no head.ani stuttering!
Previous 3.6.14 RC8 Release Thread

Important!!
As always, you need OpenAL installed.  Linux and OS X come with it but Windows users will need to get Creative's OpenAL installer.

Important!!
Also, since the internal code linking for TrackIR was revised, an external DLL is now required for FSO to use TrackIR functions.
The following DLL is simply unpacked in to you main FreeSpace2 root dir.
TrackIR is only supported on Windows.
TrackIR SCP DLL (Mirror) (Mirror) (Mirror)

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

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


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

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

WINDOWS Builds

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

fs2_open_3_6_14_RC9.zip (Mirror) (Mirror)
This one is based on the SSE2 Optimizations from the MSVC Compiler.
MD5: c5c5a4fd1a7e8349d7e6804bd4155899

fs2_open_3_6_14_RC9_SSE.zip (Mirror) (Mirror)
This one is based on the SSE Optimizations from the MSVC Compiler.
MD5: 196d466d0a079446d65d6e2e7c3ab3bf

fs2_open_3_6_14_RC9_NO-SSE.zip (Mirror) (Mirror)
MD5: 3933bfcd827bc2ea4732a6b1db1dd947

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


OS X Builds

Inferno Build
FS2_Open-3.6.14_RC9.dmg (Mirror) (Mirror)
MD5: 5ce4db134c180887ac15ab760e796a5e


LINUX Builds

Inferno Build
fs2_open_3.6.14_RC9.tar.bz2 (Mirror) (Mirror)
MD5: 612e64d44fcd07d8532a6c82e319320a

Source Code Export
fs2_open_3_6_14_RC9_src.tgz (Mirror) (Mirror)
MD5: 8f4f24fbbfe8c0ff048ea765376aaebd


Changelog since the last RC:
( Additionally, see here: 3.6.13 Changelog (since 3.6.12) )
Code: [Select]
------------------------------------------------------------------------
r9237 | Goober5000 | 2012-09-30 20:23:31 -0700 (Sun, 30 Sep 2012) | 2 lines

Backport: Trunk 9197; Fixes mantis 2711.  AudioStream handles are leaked under certain conditions. / AudioStream handles that were to destroy and fade would not if the stream was already finished or not started.

------------------------------------------------------------------------
r9238 | Goober5000 | 2012-08-22 12:04:19 -0500 (Wed, 22 Aug 2012) | 1 line

Backport: Trunk 9221; play-sound-from-table should work for both 3d and non-3d sounds

------------------------------------------------------------------------
r9239 | Goober5000 | 2012-08-22 13:07:29 -0500 (Wed, 22 Aug 2012) | 1 line

Backport: Trunk 9226; Fix for Mantis 2709: Use the correct dimensions for updating texture images when texture streaming to fix crashes on hardware not capable of handling non power of 2 texture dimensions

------------------------------------------------------------------------
r9240 | Goober5000 | 2012-08-22 14:11:24 -0500 (Wed, 22 Aug 2012) | 2 lines

Backport: Trunk 9234; Fixed attempted reinitialization of collision pairs. Need to use OBJ_INDEX(objp), not objp->instance as that refers to the ship index, not the object index.

------------------------------------------------------------------------
r9241 | Goober5000 | 2012-08-22 14:59:21 -0500 (Wed, 22 Aug 2012) | 1 line

MSVC6 compatibility

------------------------------------------------------------------------
r9243 | Goober5000 | 2012-08-22 15:00:27 -0500 (Wed, 22 Aug 2012) | 1 line

better preprocessor logic, as suggested by niffiwan

------------------------------------------------------------------------
r9250 | Zacam | 2012-08-22 15:01:40 -0500 (Wed, 22 Aug 2012) | 1 line

RC9 BUILD STAGE COMMIT: Sets Revision and Version properties to this commit version.

------------------------------------------------------------------------
« Last Edit: October 24, 2012, 09:40:50 am by Black Wolf »
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Offline Androgeos Exeunt

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Re: Release 3.6.14 Release Candidate 9
Facebook Wall spammed with the same quote that chief used in the previous RC release thread. :drevil:

Looking forward to the final 3.6.14 release, as always. :D
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Quote: 16 September 2016 Friday, 2028hrs UTC+8, #hard-light
[20:28:44] <Hades> i want you guys to know that i'm using the stop font as my irc font
[20:28:46] <Hades> it is a bad time
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Offline The E

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Re: Release 3.6.14 Release Candidate 9
It should be noted that these builds are NOT compatible with Diaspora.
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Offline Nuke

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Re: Release 3.6.14 Release Candidate 9
...and here we go again. hopefully you used enough raid this time.
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Offline General Battuta

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Re: Release 3.6.14 Release Candidate 9
How far behind trunk are these? Is there still a 3.6.14 release planned?

 

Online niffiwan

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Re: Release 3.6.14 Release Candidate 9
3.6.14 was branched at r7811 (26 Sep 2011).  So quite a ways back.

A release is still planned.  It'll be the same code as RC9 assuming no showstopper bugs are found.
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Offline General Battuta

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Re: Release 3.6.14 Release Candidate 9
Righto. I'd love to test but a lot of us are in the awkward position where none of our projects will actually work on builds this old.  :(

 

Offline Dragon

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Re: Release 3.6.14 Release Candidate 9
Exactly. I've been using cutting edge builds for so long I don't think any of my testbed mods would run on RC9. :) It might not have been the best time to enter the RC phase, with so many improvements going on, 3.6.14 is basically obsolete before it's even released.

 

Offline MatthTheGeek

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Re: Release 3.6.14 Release Candidate 9
How far behind trunk are these? Is there still a 3.6.14 release planned?
Last time I checked .14 was more than 1400 revisions late, not counting backports.
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Offline Nuke

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Re: Release 3.6.14 Release Candidate 9
id say that once you get 3.6.14, do a code freeze and get 3.6.16 out as quickly as possible with all the current trunk features. just to get everything back in sync so we dont have year long rc cycles in the future.
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Offline Dragon

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Re: Release 3.6.14 Release Candidate 9
I wouldn't do that. There's a lot of unfinished features that should be in the next release, like shadows and deferred lighting, not to mention Antipodes 8 and all the amazing options it'd open. I think we're finally going to get 3.7 after this, and it'll be a giant leap for the community. Both new pilot code and deferred lighting open up options for features which were completely impossible before. Needless to say, I'm very excited about all this. :)

 

Offline mjn.mixael

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Re: Release 3.6.14 Release Candidate 9
No. Trunk needs to be cleaned up before any merging with Antipodes happens, much less other major features like shadows.
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Offline Iss Mneur

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Re: Release 3.6.14 Release Candidate 9
The plan is basically as mjn and Nuke outlined for the reasons that they outlined.  Major unfinished features will get an antipodes slot when they are finished, we are not going to make the same mistake again and allow major code changes drag the RC process down.
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Offline Spoon

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Re: Release 3.6.14 Release Candidate 9
Righto. I'd love to test but a lot of us are in the awkward position where none of our projects will actually work on builds this old.  :(
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Offline Goober5000

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Re: Release 3.6.14 Release Candidate 9
The plan is basically as mjn and Nuke outlined for the reasons that they outlined.  Major unfinished features will get an antipodes slot when they are finished, we are not going to make the same mistake again and allow major code changes drag the RC process down.

Precisely.  I think this illustrates that we should do feature freezes for every RC stage from now on.

 

Offline mralexs

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Re: Release 3.6.14 Release Candidate 9
Just tested it, No malloc error!

 

Offline Goober5000

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Re: Release 3.6.14 Release Candidate 9
Yay!

 

Offline HAZARDLEADER

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Re: Release 3.6.14 Release Candidate 9
Hey, I got it to work finally! RC9  originally would not work along with all of the other RC builds, so I fiddled with it until I clicked "Disable OpenGl RenderTargets." Now it opens up just fine, no problems, no black screen. Hopefully this tid-bit of info will be useful!    :)
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Online niffiwan

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Re: Release 3.6.14 Release Candidate 9
Hey, I got it to work finally! RC9  originally would not work along with all of the other RC builds, so I fiddled with it until I clicked "Disable OpenGl RenderTargets." Now it opens up just fine, no problems, no black screen. Hopefully this tid-bit of info will be useful!    :)

Do you have an Intel video card? :)

ps. glad you found & shared a workaround for the problem!
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Offline Rodo

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Re: Release 3.6.14 Release Candidate 9
Not a major problem, but when I run the game with EFX Enabled from the Audio tab I get the dialogues with some kind of reverb effect on them. Is this supposed to happen?

If I disable the flag I get normal sound.

Running on a Realtek High Definition hard.
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