Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: SirKnightly on August 22, 2017, 01:04:58 pm

Title: Release: 3.8.0
Post by: SirKnightly on August 22, 2017, 01:04:58 pm
Previous 3.7.4 Release Thread (http://www.hard-light.net/forums/index.php?topic=92181.0)

Major changes in this version: (chronologically ordered)
This list is taken from our GitHub wiki (https://github.com/scp-fs2open/fs2open.github.com/wiki/History-and-Release-Timeline).


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://scp.indiegames.us/builds/oalinst.zip). Alternatively, if Creative's OpenAL doesn't work with your hardware, you can use OpenAL Soft (http://kcat.strangesoft.net/openal.html#download).

Hidden Text: TrackIR Users • Show
Important!!
An external DLL is required for FSO to use TrackIR functions.  The following DLL is simply unpacked in to your main FreeSpace2 root dir.
TrackIR is only supported on Windows.
TrackIR SCP DLL (http://www.mediafire.com/download.php?4zw024zrh44etse) (Mirror (http://scp.fsmods.net/builds/scptrackir.zip)) (Mirror (http://scp.indiegames.us/builds/scptrackir.zip))

Launchers, if you don't have one already:
All platforms:  wxLauncher 0.12.x Test Build (http://www.hard-light.net/forums/index.php?topic=89162) (ongoing project for a unified launcher, you should upgrade to the latest RC/test build if you have not yet)
Important: For best compatibility with FSO 3.8 you should use at least wxLauncher 0.12.

Hidden Text: Alternative Launchers • Show
Windows:  Launcher 5.5g (http://scp.fsmods.net/files/Launcher55g.zip) (Mirror (http://scp.indiegames.us/builds/Launcher55g.zip)) (Mirror (http://www.mediafire.com/?wdvzn7hhhzh418m)) Not compatible with Windows 8+, use wxLauncher above
OS X:  Soulstorm's OS X Launcher 3.0 (http://www.hard-light.net/forums/index.php/topic,51391.0.html)
Linux:  YAL (http://www.hard-light.net/forums/index.php/topic,53206.0.html) or by hand (http://www.hard-light.net/wiki/index.php/Fs2_open_on_Linux/Graphics_Settings) or whatever you can figure out.

Known issues:


(http://scp.indiegames.us/img/windows-icon.png) Windows (32/64-bit)
Compiled by Appveyor (http://www.appveyor.com/) on Windows Server 2012 R2 64-bit, Visual Studio Community 2015 with Update 3

32-bit: fs2_open_3_8_0-builds-Win32.zip (https://github.com/scp-fs2open/fs2open.github.com/releases/download/release_3_8_0/fs2_open_3_8_0-builds-Win32.zip)
This one is based on the SSE2 Optimizations from the MSVC Compiler.

64-bit: fs2_open_3_8_0-builds-Win64.zip (https://github.com/scp-fs2open/fs2open.github.com/releases/download/release_3_8_0/fs2_open_3_8_0-builds-Win64.zip)
WARNING: 64-bit builds are still experimental. These builds have been tested but there may still be issues that are not present in the 32-bit builds. Make sure you read the installation instructions below.
Installation: If you use the 64-bit executables you have to make sure that you install all files from the zip file and that there are no remaining 32-bit DLLs left in your FSO directory. Some users have installed the 32-bit OpenAL DLLs directly into your FSO directory which is a common cause for errors. If the launcher fails to use the 64-bit executable this is the first thing you should check.

Hidden Text: Alternative builds • Show

32-bit AVX: fs2_open_3_8_0-builds-Win32-AVX.zip (https://github.com/scp-fs2open/fs2open.github.com/releases/download/release_3_8_0/fs2_open_3_8_0-builds-Win32-AVX.zip)
This one is based on the AVX Optimizations from the MSVC Compiler (fastest build if your CPU supports AVX instructions).

64-bit AVX: fs2_open_3_8_0-builds-Win64-AVX.zip (https://github.com/scp-fs2open/fs2open.github.com/releases/download/release_3_8_0/fs2_open_3_8_0-builds-Win64-AVX.zip)
WARNING: 64-bit builds are still experimental.
This one is based on the AVX Optimizations from the MSVC Compiler.

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


(http://scp.indiegames.us/img/mac-icon.png) OS X Universal (32/64-bit Intel)
Compiled on OS X 10.11.4, Xcode 7.3 (Apple LLVM version cross-reference (https://gist.github.com/yamaya/2924292))

fs2_open_3_8_0-builds-MacOSX.tar.gz (https://github.com/scp-fs2open/fs2open.github.com/releases/download/release_3_8_0/fs2_open_3_8_0-builds-MacOSX.tar.gz)

(http://scp.indiegames.us/img/linux-icon.png) Linux 64-bit
Compiled on Ubuntu 14.04.4 LTS 64-bit, GCC 5
fs2_open_3_8_0-builds-Linux.tar.gz (https://github.com/scp-fs2open/fs2open.github.com/releases/download/release_3_8_0/fs2_open_3_8_0-builds-Linux.tar.gz)

These builds use a mechanism called AppImage (http://appimage.org/) which should allow these builds to run on most Linux distributions. However, we recommend that you compile your own builds which will result in less issues.
Alternatively, if there is a package in your software repository then you should use that. If you are the maintainer of such a package for a distribution then let us know and we will include that here.

Hidden Text: Other Platforms, Source Code • Show
Source Code Export
Source Code (Unix line endings) (https://github.com/scp-fs2open/fs2open.github.com/releases/download/release_3_8_0/fs2_open_3_8_0-source-Unix.tar.gz)

Source Code (Windows line endings) (https://github.com/scp-fs2open/fs2open.github.com/releases/download/release_3_8_0/fs2_open_3_8_0-source-Win.zip)
Title: Re: Release: 3.8.0
Post by: tomimaki on August 22, 2017, 04:32:47 pm
Awesome :yes2:
Title: Re: Release: 3.8.0
Post by: Novachen on August 23, 2017, 05:04:40 am
Good News.  :yes:

So, what is still missing, is a full release of wxlauncher 0.12 for that :).
Title: Re: Release: 3.8.0
Post by: Hippo on August 23, 2017, 08:08:13 am
Nicely done.
Title: Re: Release: 3.8.0
Post by: HLD_Prophecy on August 23, 2017, 08:46:02 am
I'm reading through the list and I'm like "Oh, that's neat. Oh, cool."

And I see this

Quote
Modders will like the new "FastDebug" builds which are like the previous "Debug" builds but are compiled with all the optimizations of normal Release builds.

I'm sold.

You guys worked hard, this is super stuff! Thanks!

Postscript: So, um, did the FastDebug builds sacrifice anything to get that fast? Will they be released alongside standard debug builds or are they the new standard debug?
Title: Re: Release: 3.8.0
Post by: m!m on August 23, 2017, 09:53:02 am
The Fast debug builds are now the standard debug builds and should behave exactly like a previous debug build. The "real" debug builds are only used for development now.
Title: Re: Release: 3.8.0
Post by: AdmiralRalwood on August 23, 2017, 11:42:47 am
Postscript: So, um, did the FastDebug builds sacrifice anything to get that fast?
Yes; there are a few debug options that can't be enabled while optimizations are enabled. However, those debug options pretty much only matter to coders (and we can just build our own Debug builds).
Title: Re: Release: 3.8.0
Post by: Kestrellius on August 25, 2017, 08:10:12 am
Been looking forward to this. The new lighting is fantastic.  :yes:

I've noticed a couple of issues. Where do I go to report them?
Title: Re: Release: 3.8.0
Post by: AdmiralRalwood on August 25, 2017, 08:55:14 am
Been looking forward to this. The new lighting is fantastic.  :yes:

I've noticed a couple of issues. Where do I go to report them?
Most likely to be noticed here (https://github.com/scp-fs2open/fs2open.github.com/issues).
Title: Re: Release: 3.8.0
Post by: HLD_Prophecy on August 26, 2017, 10:43:07 am
Postscript: So, um, did the FastDebug builds sacrifice anything to get that fast?
Yes; there are a few debug options that can't be enabled while optimizations are enabled. However, those debug options pretty much only matter to coders (and we can just build our own Debug builds).

So as a casual modder those options won't affect me?
Title: Re: Release: 3.8.0
Post by: m!m on August 26, 2017, 10:45:31 am
No, those options are only relevant for coders who want to run the engine under a debugger. You might also not hit a few crashes that would have occurred with old debug builds but as far as modders are concerned Fast Debug builds are not different from the old Debug builds.
Title: Re: Release: 3.8.0
Post by: HLD_Prophecy on August 28, 2017, 08:53:01 am
No, those options are only relevant for coders who want to run the engine under a debugger. You might also not hit a few crashes that would have occurred with old debug builds but as far as modders are concerned Fast Debug builds are not different from the old Debug builds.

Awesome. When I get back to my personal project (sequel to Lost yo) this is going to come in real handy. Thanks! :D
Title: Re: Release: 3.8.0
Post by: Nyctaeus on August 28, 2017, 11:27:52 am
Checked this with Exile and works flawless. Great job! I dunno if you guys changed PBR rendering engine at all, but older and non-PBR assets finally looks fine compared to RCs and older nightly builds.
Title: Re: Release: 3.8.0
Post by: Grizzly on August 28, 2017, 11:56:33 am
Cool!
Title: Re: Release: 3.8.0
Post by: Colonol Dekker on August 28, 2017, 04:32:34 pm
My favourite features from that list are APNG and TTF support.
Applause to all involved!
Title: Re: Release: 3.8.0
Post by: Col. Fishguts on August 29, 2017, 08:50:06 am
Cool beans!

I read through the linked PBR stuff, but something is nowhere mentioned.
With 3.8, is now everything rendered via PBR, or only POFs that use the new texture naming scheme?

Also, with post-processing enabled, all ships appear very bright (even the unlit parts), even though "Disable emmisive light from ships" is on. Toggling post-processing on/off in the F3 lab shows that without post-processing things look like they were with 3.7.X.
I'm, using the post-processing table form the MediaVPs_2014, but the only brightness related entry in there seems to affect the whole scene, not emmissive light from ships? Am I missing something?
Title: Re: Release: 3.8.0
Post by: Grizzly on August 31, 2017, 06:29:05 am
PBR is simply brighter by default, atleast it was in the nightlies. You'll need to adjust your favorite lightning settings to compensate.
Title: Re: Release: 3.8.0
Post by: Mito [PL] on August 31, 2017, 07:54:39 am
Yeah, to get a rather balanced lighting you need to use -ambient_factor of something between 50 and 70. At least that's what I use most of the time (while also tuning down nearly every other light source except of -spec_static).
Title: Re: Release: 3.8.0
Post by: Col. Fishguts on August 31, 2017, 08:34:45 am
PBR is simply brighter by default, atleast it was in the nightlies. You'll need to adjust your favorite lightning settings to compensate.

I don't know, it seems clearly caused by the post-processing stage, and I assume PBR rendering happens before that?

Look a the attached sceenshots taken with the  "-no-emissive-light" flag on, but without any "-ambient_factor" settings. FSO 3.8 with post-processing disabled looks very close to 3.7.4 using the same assets. With 3.7.4 the brightness difference with/without post-processing is marginal.

Also, it doesn't seem to affect the overall image brightness, but the difference between lit/unlit sides of a model is very small in 3.8 with post-processing active.

EDIT: But you're right, adjusting "-ambient_factor" to around 90 results in similar brightness as with 3.7.4. Thanks for the tip.

[attachment stolen by Russian hackers]
Title: Re: Release: 3.8.0
Post by: FSHero on September 10, 2017, 09:26:08 am
Delightful news; a big well done to all the people on the Source Code Project team and their hard work. You are legends!
Title: Re: Release: 3.8.0
Post by: Lykurgos88 on September 14, 2017, 02:27:01 pm
So I have been informed that the overbrightness is actually not caused by PBR but by HDR. And unlike Col. Fishguts claims I cannot make the 3.8.0 look even close to the 3.7.4 with launch parameters.

For these two screenshots, I used "Massive Battle 2" default mission, with following launch parameters for both:

Code: [Select]
-missile_lighting -3dshockwave -post_process -soft_particles -fxaa -fb_explosions -enable_shadows -fb_thrusters -ambient_factor 50 -spec_exp 13 -spec_point 0.4 -spec_static 0.9 -spec_tube 0.4 -ogl_spec 60 -bloom_intensity 30 -fxaa_preset 9 -fov 0.66
 Even when I drop ambient factor down to 10 with 3.8.0, it doesn't make much difference. Also, I don't use -no_emissive_light, because it makes harder to distinguish ships against dark backgrounds. The versions are like night and day:

3.7.4
(http://olzie.mbnet.fi/Moebius/FSO_bughunt/HDRko/screen0002_mini.png)

3.8.0
(http://olzie.mbnet.fi/Moebius/FSO_bughunt/HDRko/screen0001_mini.png)

Honestly the 3.8.0 looks like crap compared to 3.7.4.  :no: So I guess the HDR implementation needs some serious overhaul.

In the meantime I kindly propose that you could disable HDR with launch parameters like you can disable so many other features. I want to use post processing effects but not HDR at the current moment.

I'm sorry if I sound a bit needy or impolite. I just feel that as a longstanding player of FS series, I need to voice my honest opinions sometimes.  :nervous:
Title: Re: Release: 3.8.0
Post by: Mito [PL] on September 14, 2017, 03:09:31 pm
I suggest you try out 3.8.0 with all the same parameters, but add -no_emissive_light there. Emissive light, if present, seems to be overriding low ambient values.
Title: Re: Release: 3.8.0
Post by: The E on September 14, 2017, 04:53:40 pm
Honestly the 3.8.0 looks like crap compared to 3.7.4.  :no: So I guess the HDR implementation needs some serious overhaul.

In the meantime I kindly propose that you could disable HDR with launch parameters like you can disable so many other features. I want to use post processing effects but not HDR at the current moment.

I'm sorry if I sound a bit needy or impolite. I just feel that as a longstanding player of FS series, I need to voice my honest opinions sometimes.  :nervous:

"This looks like crap" is not usable feedback. It's too subjective. It doesn't give a hint what specifically you dislike, and so we cannot tell you what you should do to make the game look better.

So, at the risk of sounding impolite myself: if you have a problem with the way the game looks, try to articulate that problem. Feedback we can't use is feedback we ignore.
Title: Re: Release: 3.8.0
Post by: Lykurgos88 on September 14, 2017, 05:33:09 pm
Quote
"This looks like crap" is not usable feedback. It's too subjective. It doesn't give a hint what specifically you dislike, and so we cannot tell you what you should do to make the game look better.

As some others have pointed on this forum, the 3.8.0 is simply just too bright as default, but what's worse is that you can't control the brightness on the same scale as in 3.7.4.

1)
- In 3.7.4 setting different values for -ambient_factor from 10 to 128 give radically different brightness levels for ships as expected. I used value of 70 for the most part
- In 3.8.0 ambient_factor is almost useless. The difference between 10 and 128 is very minimal in comparison. It makes getting that "dark realistic feeling" impossible.

2)
- In 3.8.0 The glowmaps are ridiculously overemphasized. They burn so bright that they have this unrealistic, almost cartoonlike glow emanating from them.

3)
- In 3.8.0 Specular reflections from ships look worse and considerably less realistic or "metallic". What's worse, I can't seem to be able to control the shiny spots, their size or coherence in the same way with launch parameters.

Seeing how 3.7.4 greatly improved graphics compared to 3.7.2 by adding shadows and deferred lighting, the 3.8.0 has been a disappointment graphics-wise so far.

If overbrightness is caused by HDR, then it would be useful to make it optional.
Title: Re: Release: 3.8.0
Post by: Mito [PL] on September 15, 2017, 02:27:25 am
Quote
1)
- In 3.7.4 setting different values for -ambient_factor from 10 to 128 give radically different brightness levels for ships as expected. I used value of 70 for the most part
- In 3.8.0 ambient_factor is almost useless. The difference between 10 and 128 is very minimal in comparison. It makes getting that "dark realistic feeling" impossible.
I have suggested that you check out -no_emissive_light on 3.8.0. You seem to have ignored the suggestion. Just try it.

Quote
2)
- In 3.8.0 The glowmaps are ridiculously overemphasized. They burn so bright that they have this unrealistic, almost cartoonlike glow emanating from them.
You can use -bloom_intensity to change that. You can even go down to 0 if you want to turn that glow off.
Title: Re: Release: 3.8.0
Post by: Colonol Dekker on September 16, 2017, 02:30:00 pm
The associated sensible warnings heeded, is there a performance difference between the 32 bit and 64 bit executables?
Title: Re: Release: 3.8.0
Post by: m!m on September 16, 2017, 02:32:40 pm
Probably nothing too significant. The 64-bit executables are just there for mods that require more memory and for future proofing.
Title: Re: Release: 3.8.0
Post by: Colonol Dekker on September 16, 2017, 02:36:44 pm
 :yes:  Appreciate the swift response. 
Title: Re: Release: 3.8.0
Post by: AdmiralRalwood on September 17, 2017, 12:51:47 pm
For reference, Blue Planet Complete with the advanced textures (combined with the advanced textures for the 2014 MediaVPs) can easily run out of memory on 32-bit builds.
Title: Re: Release: 3.8.0
Post by: Colonol Dekker on September 18, 2017, 06:22:31 am
 :yes:
Received and understood.

Title: Re: Release: 3.8.0
Post by: Delta_V on September 19, 2017, 03:02:05 pm
Ok, quick question regarding the 64-bit Windows builds.  Where do you put the OpenAL32.dll?

I was using the 32-bit Open AL soft (renamed as OpenAL32.dll) directly in my FS2 folder, but now that doesn't work with the 64-bit builds.  I tried putting it in System32 and syswow64, but wxlauncher would not detect it.

edit: Ok, installing it in syswow64 seems to have worked this time, but only for the 3.7.x builds.  3.8 is still giving the "OpenAL32.dll was not found error", but it is detected when I switch to 3.7.4.

edit 2: Ok, got it to work, but what I did didn't make sense. 

1) Taking the 32-bit soft_oal.dll, renaming it OpenAL32.dll, and putting it in System32 -> 3.7.4 gives "OpenAL32.dll not found" while 3.8 gives "unable to start" error. 

2) Putting the same .dll (32-bit soft_oal.dll renamed OpenAL32.dll) in syswow64 -> 3.7.4 works, but 3.8 gives "OpenAL32.dll not found"

3) Taking the 64-bit soft_oal.dll and renaming it OpenAL32.dll, and putting it in System32 -> 3.7.4 gives "OpenAL32.dll not found" while 3.8 works.

4) Putting that .dll (64-bit soft_oal renamed OpenAL32) in syswow64 -> 3.7.4 gives "unable to start" while 3.8 gives "OpenAL32.dll not found"


Using options 1) and 3) simultaneously (32-bit soft_oal.dll renamed and dropped in syswow64; 64-bit soft_oal.dll renamed and dropped in System32) seems to have both 3.8 and 3.7.4 working, with neither throwing an error message.
Title: Re: Release: 3.8.0
Post by: DahBlount on September 19, 2017, 07:10:16 pm
That's because of the weird naming conventions for driver folders on Windows, System32 is actually for all 64-bit drivers and SysWoW64 (which stands for System Windows 32 on Windows 64) holds all 32-bit drivers. So what you currently have working is the correct setup.
Title: Re: Release: 3.8.0
Post by: m!m on September 20, 2017, 11:03:50 am
I updated the FSO installer configuration files so now the new builds should be available in the installer.
Title: Re: Release: 3.8.0
Post by: Pherim on September 23, 2017, 02:13:13 pm
Hey, I have a problem with the new version. When I use my Joystick (T.Flight Stick X), as soon as I touch it after a mission starts, the ship starts rolling on its own and doesn't stop any more. This did not happen in older versions. In fact, with 3.7.4 it just says "Microsoft PC Joystick Driver" in the Launcher (Joystick dropdown menu), but with 3.8.0 it actually says "T.Flight Stick X" there. I also cannot select anything else in both versions except "No Joystick".
Title: Re: Release: 3.8.0
Post by: Novachen on September 23, 2017, 02:24:03 pm
Have you reconfigured the Roll and Throttle Axis in the game?

With SDL2 they are switched in comparsion to older versions. So you have to reconfigure your bindings.
Title: Re: Release: 3.8.0
Post by: Pherim on September 23, 2017, 02:56:58 pm
Oh, you are right! They are switched and I did not reconfigure them. Thank you!

Now that I think about it, maybe I had this problem before and had reconfigured them before? Because in the older version, they are reversed, and now they are correctly configured. Don't really remember. Anyway, it works now.
Title: Re: Release: 3.8.0
Post by: instinctepyon on October 09, 2017, 08:53:04 am
I am doing a full re-install of Freespace 2 and SCP, am I able to download both the 3.8 release and the 3.7.4 release and choose between them which version to run, or will I have to install only ONE of them?
Title: Re: Release: 3.8.0
Post by: The E on October 09, 2017, 09:32:12 am
You can use both side by side.
Title: Re: Release: 3.8.0
Post by: instinctepyon on October 09, 2017, 01:23:05 pm
So I am up and running with 3.8 and I have to say it is GLORIOUS!  Having tweaked the game with the suggestions here I think it is looking even better than ever!  The only thing is I seem to be getting an odd bug which I wasn't getting before this version which is that some time into the first real mission (escorting the vasudan transports from the NTF waves) that my targeting boxes around ships disappear, my parameters / command line looks as follows:

D:\GOG Galaxy\Games\Freespace 2\fs2_open_3_8_0_x64_SSE2.exe -mod mediavps_3612 -missile_lighting -no_emissive_light -3dshockwave -post_process -soft_particles -fxaa -fb_explosions -fb_thrusters -enable_shadows
-dualscanlines -rearm_timer -ballistic_gauge -3dwarp -warp_flash -ambient_factor 75 -spec_exp 11 -spec_point 0.6 -spec_static 0.8 -spec_tube 0.4 -ogl_spec 60

Maybe DualScanLines is causing the error?

Update DualScanLines is not the issue.  Still not sure what is causing it.  Also it seems to be affecting FSPort as well.  It is strange bug since I've discovered that the targeting box IS there, but it displays the target off-screen, even when the target I am targeting is dead centre on my reticle [proven due to the small arrow that moves around your centre reticle, as well as damaging target]

I have included my log data (or at least I think it is, since %AppData%\Roaming\HardLightProductions\FreeSpaceOpen since there wasn't one generated in that specified location when running the "FS2 Open 3.8.0 (x64 FASTDBG) SEE2"


[attachment stolen by Russian hackers]
Title: Re: Release: 3.8.0
Post by: AdmiralRalwood on October 09, 2017, 11:36:10 pm
Code: [Select]
Initializing OpenGL graphics device at 3840x2160 with 32-bit color...
alas, this is a known issue with resolutions above 1080p that is difficult to diagnose due to HUD coders not having monitors that big
Title: Re: Release: 3.8.0
Post by: Colonol Dekker on October 10, 2017, 07:51:23 am
Could the command lines for most pleasing light be added to the OP?
Title: Re: Release: 3.8.0
Post by: instinctepyon on October 10, 2017, 08:25:02 am
Thanks AdmiralRalWood, I actually discovered this last night, but obviously I was asleep whenever you posted.  Here is how I managed to fix it:

Disabling my second monitor, disabling display scaling in the compatability options and switching my resolution both on the desktop and for the game to run at 2560 x 1440 worked just fine for me.  It isn't 4k, but considering it is a 20-year-old engine at this point I am impressed that it runs at 1440p with no issues.
Title: Re: Release: 3.8.0
Post by: ksotar on November 23, 2017, 05:19:46 am
Quote
alas, this is a known issue with resolutions above 1080p that is difficult to diagnose due to HUD coders not having monitors that big

Actually, it is usually possible to create "custom" resolution for monitor, that could be bigger than its real one. At least Nvidia and Intel video drivers have that setting in their control panels. Just note.
Title: Re: Release: 3.8.0
Post by: m!m on November 23, 2017, 05:22:00 am
I tried that with the AMD equivalent of that option but it still didn't show the bugged behavior so it's probably an issue with either display scaling or some sort of weird interaction with an actual 4K display.
Title: Re: Release: 3.8.0
Post by: ksotar on December 09, 2017, 10:42:11 am
Suddenly I realized, that joystick doesn't work in 3.8.0 (while it did in 3.7.2).

I have it detected OK:
(https://img-fotki.yandex.ru/get/874801/664943.3/0_130879_c3db4463_M.png) (https://fotki.yandex.ru/next/users/ksotar/album/235977/view/1247353) (https://img-fotki.yandex.ru/get/894110/664943.3/0_13087a_3caa1fc1_S.png) (https://fotki.yandex.ru/next/users/ksotar/album/235977/view/1247354)

But it just don't work. And wxLauncher detects something strange, it shows three devices, while in reality there are two:
(https://img-fotki.yandex.ru/get/894110/664943.3/0_13087b_27ee25d2_M.png) (https://fotki.yandex.ru/next/users/ksotar/album/235977/view/1247355)

But neither of them works in FSO. I could imagine that it may be a problem with wxLauncher, but for 3.7.2 it detects two just fine. I can't distinguish between them, and only one of them works, but it works at least:
(https://img-fotki.yandex.ru/get/874801/664943.3/0_13087c_a9a078bc_M.png) (https://fotki.yandex.ru/next/users/ksotar/album/235977/view/1247356)

Actually, this problem exists with the current master branch too.
Title: Re: Release: 3.8.0
Post by: AdmiralRalwood on December 09, 2017, 10:56:16 am
I could imagine that it may be a problem with wxLauncher, but for 3.7.2 it detects two just fine.
It's still most likely a problem with wxLauncher; try again with wxLauncher 0.12.0-rc.2 (https://github.com/scp-fs2open/wxLauncher/releases/tag/0.12.0-rc.2).
Title: Re: Release: 3.8.0
Post by: ksotar on December 09, 2017, 11:16:37 am
I'm using just that. Strangely, I haven't find a way to see wxLauncher version, but I double-checked the installer file I've used.
Title: Re: Release: 3.8.0
Post by: Erebus Alpha on May 03, 2018, 12:56:57 am
Strangest issue ever: I just upgraded to this, from 3.7.something, and now...

Ships with the "Show Ship" flag no longer show up. Some ships (Dragon, Manticore, and Bellerophon) kind of need this when you make them player-flyable, because they have firepoints waaaay in front of the eyepoint. If you can't see the hull, it looks like your guns & beams are spawning out of empty space.

(Player-flyable Dragons, Bellerophons, and Manticores are awesome.)
Title: Re: Release: 3.8.0
Post by: m!m on May 05, 2018, 05:42:59 am
I fixed that bug and opened a pull request with the changes: https://github.com/scp-fs2open/fs2open.github.com/pull/1724
Title: Re: Release: 3.8.0
Post by: LoneFan on July 15, 2018, 11:06:36 am
It is my understanding that the 64-bit build will have more memory. Or should I say access to more system memory allowing it to handle more.
Is this right?
Title: Re: Release: 3.8.0
Post by: m!m on July 15, 2018, 11:07:33 am
Yes, if you have a 64-bit OS then you should use the 64-bit build to avoid memory issues.
Title: Re: Release: 3.8.0
Post by: Gungriffen on August 13, 2018, 10:34:57 am
Is there any chance of getting multi USB's to work? I have a X-55, flight pedals, and a few other USB devices that can't be used.
(can't remember how to resize smaller)
(https://steamuserimages-a.akamaihd.net/ugc/951835697452340858/D9A594FC3CB724981C47D86805E3868890F01AC0/)
Title: Re: Release: 3.8.0
Post by: FrikgFeek on August 13, 2018, 11:20:20 am
As of right now the only way to do that is with 3rd party software like Vjoy and UCR. You can combine all of your devices into one virtual device and then map it with UCR(universal control remapper).

However, you'll still be limited to only 5 axes(axis-es?) in game. You can map the unusable axes to a button in UCR and use them that way though.
Title: Re: Release: 3.8.0
Post by: Mongoose on August 14, 2018, 03:13:50 am
IANACoder, but the implementation of SDL means it's now theoretically possible for engine support to be added for additional axes and multiple controllers.  Obviously actually developing that support is non-trivial.