Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: SirKnightly on May 27, 2014, 05:53:45 pm
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Time for RC2! The Debug Console should be working in the release builds now. Some multiplayer bugs were also fixed, related to stats storage, and some coverity stability fixes were committed.
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).
Important!!
Also, since the internal code linking for TrackIR was revised, an external DLL is now required for FSO to use TrackIR functions.
The following DLL is simply unpacked in to you main FreeSpace2 root dir.
TrackIR is only supported on Windows.
TrackIR SCP DLL (http://www.mediafire.com/download.php?ihzkihqj2ky) (Mirror (http://swc.fs2downloads.com/builds/scptrackir.zip)) (Mirror (http://scp.fsmods.net/builds/scptrackir.zip)) (Mirror (http://scp.indiegames.us/builds/scptrackir.zip))
Launchers, if you don't have one already:
All platforms: wxLauncher (http://www.hard-light.net/forums/index.php?topic=67950.0) (ongoing project for a unified launcher)
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Windows: Launcher 5.5g (http://swc.fs2downloads.com/files/Launcher55g.zip) (Mirror (http://scp.fsmods.net/builds/Launcher55g.zip)) (Mirror (http://scp.indiegames.us/builds/Launcher55g.zip)) (Mirror (http://www.mediafire.com/?wdvzn7hhhzh418m)) 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:
- See the list of Fix for next release (http://scp.indiegames.us/mantis/search.php?project_id=1&status_id%5B%5D=10&status_id%5B%5D=20&status_id%5B%5D=30&status_id%5B%5D=40&status_id%5B%5D=50&priority_id%5B%5D=40&priority_id%5B%5D=50&priority_id%5B%5D=60&sticky_issues=on&sortby=last_updated&dir=DESC&per_page=200&hide_status_id=-2) bugs - mark a bug as an elevated priority (high, urgent, immediate) to get it included in that filter.
- Here is the filter for Target 3.7.2 (http://scp.indiegames.us/mantis/search.php?project_id=1&status_id%5B%5D=10&status_id%5B%5D=20&status_id%5B%5D=30&status_id%5B%5D=40&status_id%5B%5D=50&status_id%5B%5D=60&sticky_issues=on&target_version=3.7.2&sortby=last_updated&dir=DESC&hide_status_id=-2) bugs.
(http://scp.indiegames.us/img/windows-icon.png) Windows
Compiled on MSVC 2008 SP1
If you don't know which one to get, get the third one (no SSE). If you don't know what SSE means, read this: http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions
You can use freely available tools like CPU-Z (http://www.cpuid.com/softwares/cpu-z.html) to check which SSE capabilities your CPU has.
fs2_open_3.7.2_RC2.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.2_RC2.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_7_2_RC2.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_7_2_RC2.zip)) (MD5 (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_7_2_RC2.md5))
This one is based on the SSE2 Optimizations from the MSVC Compiler.
fs2_open_3.7.2_RC2_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.2_RC2_SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_7_2_RC2_SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_7_2_RC2_SSE.zip)) (MD5 (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_7_2_RC2_SSE.md5))
This one is based on the SSE Optimizations from the MSVC Compiler.
fs2_open_3.7.2_RC2_NO-SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.2_RC2_NO-SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_7_2_RC2_NO-SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_7_2_RC2_NO-SSE.zip)) (MD5 (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_7_2_RC2_NO-SSE.md5))
What are those SSE and SSE2 builds I keep seeing everywhere?
Your answer is in this topic. (http://www.hard-light.net/forums/index.php?topic=65628.0)
(http://scp.indiegames.us/img/mac-icon.png) OS X Universal (32/64-bit Intel)
Compiled on Xcode 5.1.1
fs2_open-3.7.2_RC2.dmg (http://swc.fs2downloads.com/builds/OSX/fs2_open-3.7.2_RC2.dmg) (Mirror (http://scp.fsmods.net/builds/OSX/fs2_open-3.7.2_RC2.dmg)) (Mirror (http://scp.indiegames.us/builds/OSX/fs2_open-3.7.2_RC2.dmg)) (MD5 (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.7.2_RC2.md5))
(http://scp.indiegames.us/img/linux-icon.png) Linux 32-bit
Compiled on Ubuntu 12.04 LTS 32bit, GCC 4.6.3
fs2_open_3.7.2_RC2.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3.7.2_RC2.tar.bz2) (Mirror (http://scp.fsmods.net/builds/LINUX/fs2_open_3.7.2_RC2.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/LINUX/fs2_open_3.7.2_RC2.tar.bz2)) (MD5 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3.7.2_RC2.md5))
(http://scp.indiegames.us/img/freebsd-icon.png) FreeBSD 64-bit (experimental, limited support)
Compiled on GhostBSD LXDE 3.0 64-bit, GCC 4.2.1
fs2_open_3.7.2_RC2.tar.bz2 (http://swc.fs2downloads.com/builds/FREEBSD/fs2_open_3.7.2_RC2.tar.bz2) (Mirror (http://scp.fsmods.net/builds/FREEBSD/fs2_open_3.7.2_RC2.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/FREEBSD/fs2_open_3.7.2_RC2.tar.bz2)) (MD5 (http://swc.fs2downloads.com/builds/FREEBSD/fs2_open_3.7.2_RC2.md5))
Source Code Export (MD5 (http://swc.fs2downloads.com/builds/fs2_open_3_7_2_RC2_src.md5))
fs2_open_3_7_2_RC2_src.tgz (http://swc.fs2downloads.com/builds/fs2_open_3_7_2_RC2_src.tgz) (Mirror (http://scp.fsmods.net/builds/fs2_open_3_7_2_RC2_src.tgz)) (Mirror (http://scp.indiegames.us/builds/fs2_open_3_7_2_RC2_src.tgz))
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Still no link to OpenAL Soft?
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Yeah I just didn't get around to updating that part of the post in the release script, was kinda rushed trying to get RC2 out before I went to the gym today. I'll try to make some other enhancements to the post for the next release. Need to figure out how to phrase the OpenAL stuff without being more confusing to people though. Right now, the official OpenAL installer is usually enough to work for everyone.
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At least on my setup, wxlauncher doesn't work with OpenAL soft. Not sure how widespread this problem is, though.
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Which nightly is this based on?
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Should be functionally identical to r10722.
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Hope that FRED issues got repaired since RC1
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Axem and I are experiencing crashes on BP2's 'Icarus'. Maybe even at the same point - Axem, I get mine when the camera is first approaching the Atreus.
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I just tried it and got the same crash. Trying again with a debug build, the game goes a few more seconds and then hits this assert:
ASSERTION: "ship_obj->type == OBJ_SHIP" at modelread.cpp:4116
Debug log attached even though it doesn't really contain anything else of interest.
[attachment deleted by an evil time traveler]
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Saw that one too. I have a fix for it, I just want to investigate the cause some more.
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Heyooo would this build have the SDL stuff? I'm trying to help someone who wants to use joystick + pedals.
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No.
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Okay. Any options for him?
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Hello Hlp,
today after a long Time i installed MVPS 2014 + 3.7.2 RC2
Great work and nice textures and effects (Shadows and many more)
But i have a little Problem: in 1080p Resolution the Chatter Text is very very small and very hard to read.
Is there a possibility to make the Font so big as the Font in The Briefings ??
Greetings Peter
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You can increase the size of the gauges (at the cost of making them a bit fuzzy due to scaling) by putting the attached table into this directory:
MediaVPs_2014/data/tables (create the directories if they don't already exist)
$Max Directives: 8
$Max Escort Ships: 13
$Scale Gauges: yes
This will overwrite the table with the same name provided by the MediaVPs_2014, which is identical except that $Scale Gauges: is set to "no"
[attachment kidnapped by pirates]
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Wow perfect it works!!!!!! :yes: :yes: :yes: :yes:
Very very thank you, now i have the old size of Text !!!!
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I noticed 'Enable Framebuffer shockwaves' is still listed under experimental in the launcher. Shouldnt this be moved to graphics?
Also, I noticed the 'more' in briefing text still doesn't disappear when you scroll all the way down. Will this ever work properly? :p
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i love to scroll down infinitely to look for easter eggs that dont exist come on how will i ever live without this frustration
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Also, I noticed the 'more' in briefing text still doesn't disappear when you scroll all the way down. Will this ever work properly? :p
Is it in Mantis? :p
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Yes. (http://scp.indiegames.us/mantis/view.php?id=3048)
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Super. :yes:
If you wanted to earn extra special bonus points, AdmiralRalwood, you could take a shot at fixing it. Look at the code surrounding missionbrief.cpp line 1142 and missiondebrief.cpp line 2568, and compare them to other instances of "more" being displayed in the codebase. (A search for "more" in the codebase returns a mere 16 matches.)
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If you wanted to earn extra special bonus points, AdmiralRalwood, you could take a shot at fixing it.
I took a shot at fixing it, but I did it because I'm actually interested in learning more about FSO.
For the extra special bonus points, I submitted an extra patch that makes "more" turn dim if you scroll to the bottom. ;)