Author Topic: 3.6.9 Release Candidate 5  (Read 42674 times)

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Re: 3.6.9 Release Candidate 5
Another serve of HOLY CRAP: massive performance improvements, no stuttering regardless of activity, all good.  The Hippocrates LODding seems broken (no lighting at 800m, lod0 not till 400m).  It's a fantastic improvement performance wise! :D

 

Offline Admiral Nelson

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Re: 3.6.9 Release Candidate 5
The Hippocrates has absurd values for its detail distance in ships.tbl.  This has nothing to do with the build itself.
If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 

Offline ARSPR

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Re: 3.6.9 Release Candidate 5
For a slightly-better-than-RC5 build, grab http://icculus.org/~taylor/fso/testing/multi_test.rar.  It's RC5 plus various fixes that aren't in CVS yet, plus fixes that are (like the shield fix).

Taylor, this build suffers the RC2>RC3 performance drop (Mantis 961).

OTOH animation speed seems to be fixed. Keep on it  :yes:
IF YOU HAVE TROUBLES WITH FS2:
  • Please, please, please, READ and UNDERSTAND the sticky threads in FreeSpace & FreeSpace Open Support board.
    A lot of people are willing to help you, but, as anyone can understand, seeing the very same "issues" repeated again and again can become quite depressing. Please, spend a bit of time trying to solve the issue by yourself.
    (Lobo deserves a monument).
  • Then, if you aren't still able to solve your issue, feel free to ask for help in that same board.
    FYI, most of the troubles are caused by wrong mod installations which lead to either missing data or undesired cross-effects between them. Always follow the mod installation instructions and keep a clean FS2 installation as explained in the sticky threads. Two additional links about how the game handles game data:
  • If you think that you've discovered a bug, mantis it.
    Provide as much info as you can, and try to narrow it down. A lonely "FS2 doesn't work" is not a good report.

Whoever Hanlon was: Never attribute to malice that which can be adequately explained by stupidity.
Albert Einstein: Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.

Dell Dimension 9200 - Vista 32-bit Ultimate
Core 2 Quad Q6600 @2.4GHz - RAM 2 GB DDR2
nvidia 8800 GTX - Integrated Sigmatel Audio

 

Offline Herra Tohtori

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Re: 3.6.9 Release Candidate 5
If there's any kind of performance drop, I don't notice it. On 8xS AA, 16x AF, Trilinear mip mapping and high quality settings on GeForce 6600, ti gives FPS in range of about 40-60... and if I lower the AA setting to 2x or 4x, the FPS hits the VSync limiter practically continuously.

Good work, I dare say.  :)
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline ARSPR

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Re: 3.6.9 Release Candidate 5
If there's any kind of performance drop, I don't notice it. On 8xS AA, 16x AF, Trilinear mip mapping and high quality settings on GeForce 6600, ti gives FPS in range of about 40-60... and if I lower the AA setting to 2x or 4x, the FPS hits the VSync limiter practically continuously.

Good work, I dare say.  :)

Have you tried that particular mission (Derelict: "The Stars are Right")?
IF YOU HAVE TROUBLES WITH FS2:
  • Please, please, please, READ and UNDERSTAND the sticky threads in FreeSpace & FreeSpace Open Support board.
    A lot of people are willing to help you, but, as anyone can understand, seeing the very same "issues" repeated again and again can become quite depressing. Please, spend a bit of time trying to solve the issue by yourself.
    (Lobo deserves a monument).
  • Then, if you aren't still able to solve your issue, feel free to ask for help in that same board.
    FYI, most of the troubles are caused by wrong mod installations which lead to either missing data or undesired cross-effects between them. Always follow the mod installation instructions and keep a clean FS2 installation as explained in the sticky threads. Two additional links about how the game handles game data:
  • If you think that you've discovered a bug, mantis it.
    Provide as much info as you can, and try to narrow it down. A lonely "FS2 doesn't work" is not a good report.

Whoever Hanlon was: Never attribute to malice that which can be adequately explained by stupidity.
Albert Einstein: Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.

Dell Dimension 9200 - Vista 32-bit Ultimate
Core 2 Quad Q6600 @2.4GHz - RAM 2 GB DDR2
nvidia 8800 GTX - Integrated Sigmatel Audio

 

Offline Herra Tohtori

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Re: 3.6.9 Release Candidate 5
Just tried...

It seems that that "particular" mission is a bit of a stress test. I did have to lower the AA setting to 2x, but on the other hand, it was completely playable even a bit higher. With 2xAA, the FPS stayed in ~25-35 when there were HTL ships visible (meaning the Ganymede Rings and the Nyarlathotep), otherwise it stayed above 30.

Explosions, of course, surge the FPS down to about 15-20 FPS, but not lower than that, and it can't be even seen as staggering any more IMO, because the recovery is so swift...
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline taylor

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Re: 3.6.9 Release Candidate 5
Taylor, this build suffers the RC2>RC3 performance drop (Mantis 961).
Yeah, I didn't make that change for this build.  The multi_test build is to check out two specific issues before I commit the code to CVS (a mutiplayer issue, the and gamma getting reset).  But I didn't bother to change the compiler optimizations (should have mentioned that) since I didn't originally plan to make this build public.  The performance will be back to normal in the next real public build.

OTOH animation speed seems to be fixed. Keep on it  :yes:
That fix isn't in CVS yet though, but I've have had it fixed for almost a week.  It still needs to be better to allow for better control and effects but those changes are coming too.

 

Offline Nuke

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Re: 3.6.9 Release Candidate 5
did you change any of the built in scripting functions? scripts that used to run on rc4 dont run on rc5. below is a script that runs fine on rc4 but not on rc5.
http://www.hard-light.net/forums/index.php/topic,37992.msg835551.html#msg835551

i also have a half finished script that crashes as well. it should find the nearest target in your view and put a crosshair over it. if you compair the 2 scripts you should be able to id the problem.

Code: [Select]
#Global Hooks

$GameInit:

[

w = gr.getScreenWidth()
h = gr.getScreenHeight()
cx = w / 2
cy = h / 2
chxpos = cx
chypos = cy
fade = 16

xtarg = 0
ytarg = 0

if w == 640 or w == 1024 then
w = 1
elseif w > 1024 then
w = w / 1024
else
w = w / 640
end

if h == 480 or h == 768 then
h = 1
elseif h > 768 then
h = h / 768
else
h = h / 480
end

drawgunsight = function(x, y, f)
gr.setColor(128,0,0,f)
gr.drawCircle(60,x,y)
gr.setColor(255,50,50,255)
gr.drawGradientLine(x+30,y,x+15,y)
gr.drawGradientLine(x-30,y,x-15,y)
gr.drawGradientLine(x,y+30,x,y+15)
gr.drawGradientLine(x,y-30,x,y-15)
end

]

$HUD:

[

range = 3000
target = nil

for i=1, mn.getNumShips() do
thing = mn.getShipByIndex(i)
if thing.Position:getScreenCoords() ~= false then
dist = plr.Position:getDistance(thing.Position)
if dist < range then
range = dist
target = thing
end
end
end

if target ~= nil then
xtarg, ytarg = target.Position:getScreenCoords()
xtarg = xtarg * w
ytarg = ytarg * h

chxpos = xtarg
chypos = ytarg

if fade < 80 then
fade = fade + 1
end
else
chxpos = cx
chypos = cy

if fade > 10 then
fade = fade - 1
end
end

drawgunsight(chxpos, chypos, fade)

]

#End
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Wanderer

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Re: 3.6.9 Release Candidate 5
Try running with debug builds... I'm not sure but it seems to be somehow related to compiler settings and to the use of plr in the scripts.

Related Mantis bug nro0000975
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline castun

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Re: 3.6.9 Release Candidate 5
This is the first newer release I've tried since 3.6.7 official.

I have a problem with my own beams and cap ship beams not being rendered at all.  Is there some new option somewhere I should be aware of or is it a known issue?

 

Offline ME$$ENGER

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Re: 3.6.9 Release Candidate 5
Did you get mediavps 3.6.8 zeta & the alpha patch?

 
Re: 3.6.9 Release Candidate 5
Do you accpet FRED RC5 questions/problems here, or is that for the FRED forum?

Either way, my FRED builds have done something bizarre lately. ALL of them, have mysteriously stopped working, up to and including RC5. NO matter which mod, nor which RC, none of them work, and this is bad news for me since I'm in the middle of writing a campaign! any suggestions?
"You need to believe in things that aren't true. How else can they become?" -DEATH, Discworld

"You can fight like a krogan, run like a leopard, but you'll never be better than Commander Shepard!"

 

Offline karajorma

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Re: 3.6.9 Release Candidate 5
If the problem is based on the program itself it belongs here.

In what way have they stopped working? They don't load? They crash on load?
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Starman01

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Re: 3.6.9 Release Candidate 5
Unfortunately I found a few other bugs. Please tell me if they are already known and If I should mantis them (I'm going a little more into detail, since a few of you coders already have access to our data)

1) The third primary is broken under certain conditions (broken = third weapon doesn't appear ingame). I already had this problem in a similar
configuration in 3.6.7

In 3.6.7 the third primary worked fine (in the campaign game itself, the campaign single missions (finished campaign missions) and in the normal single mission). But when you start 3.6.7 with the -allslev parameter the third primary disappear inside the campaign-story (but NOT in the single missions). I has driven me nearly crazy until I figured that out :D

Now, in this build here, the same seems to happen ONLY inside the campaign game. I have no more the 3rd primary, but this time I DON'T have the -allslev parameter active. Single missions still work.

Coders with access can try this with our Beta, Mission 3

2) While the autopilot formation is now fixed, I encountered a problem with the -set-nav-carry and -unset-nav-carry parameters. These two conditions control which ship is supposed to follow you into autopilot, and you can "unset" them to drop them at any navpoint. In this build a few (not all) ships are following you, example Shuttle BS-80 and escort in Mission 2, and on the other the transport in Mission 2 is following you back to the carrier, but I made a unset nav-carry (two, to be sure) on him.

3) With this build the engine-glows for our fighters are suddenly 3 times bigger than they should (capital ships are normal). Maybe there is a problem with our species_def.tbl, since it was made for 3.6.7. Any hints were the problem could be ? Maybe it's a problem with our files.
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 

Offline taylor

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Re: 3.6.9 Release Candidate 5
3) With this build the engine-glows for our fighters are suddenly 3 times bigger than they should (capital ships are normal). Maybe there is a problem with our species_def.tbl, since it was made for 3.6.7. Any hints were the problem could be ? Maybe it's a problem with our files.
There was a bug in the code where the values for radius and angle were swapped for tertiary thruster glows.  This was broken when the batcher was implemented, but worked as it does now prior to that.  You should be able to modify the tertiary thruster glow radius factor in your species_def.tbl to compensate for the difference, since that tbl value actually has an affect now.

 

Offline Wanderer

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Re: 3.6.9 Release Candidate 5
 :wtf: Radius in species_defs.tbl? I though it can only be changed ship by ship basis in ships.tbl
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline taylor

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Re: 3.6.9 Release Candidate 5
:wtf: Radius in species_defs.tbl? I though it can only be changed ship by ship basis in ships.tbl
Oops!  :D

You're right, has to be changed in for the ship.

 

Offline Starman01

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Re: 3.6.9 Release Candidate 5
There is a value for that in the ships.tbl ? For fighter crafts ?

Not familiar with me, could you please be more specific and post me the synthax ? That must be a change to the table I completly missed.
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 

Offline Wanderer

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Re: 3.6.9 Release Candidate 5
Sigh...

'Nice' to know that no one bothers to check the FSwiki...
http://www.hard-light.net/wiki/index.php/Category:Tables
http://www.hard-light.net/wiki/index.php/Ships.tbl#Customized_Thruster_Effects

More precisely the $Thruster03 Radius factor: (default: 1.0)
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Offline Starman01

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Re: 3.6.9 Release Candidate 5
O.K, sorry :) Sometimes I do, but this time I just didn't thought about that (not that I understand it right now :) )

Most probably, that stuff is related to the strange static particle effect on the end of each thruster that our ships have too :)
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.