Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: chief1983 on April 05, 2010, 11:53:25 am

Title: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: chief1983 on April 05, 2010, 11:53:25 am
Here it is! RC2 for the upcoming 3.6.12. Included below is the commit history since RC1 (http://www.hard-light.net/forums/index.php?topic=68190.0).

Important!!
As Post Processing is a new feature, as are the Unified Shaders, don't forget to grab FSU_and-PostProc_Shaders.7z (http://zacam.ueuo.com/fsu/FSU_and-PostProc_Shaders.7z)
A .vp version of these will be available once it is determined that no changes are necessary (which will then become available for Final Release).
All .sdr files go to *\data\effects and the .tbl goes in to *\data\tables.
* can be either the mediavps\ or main FreeSpace2\ dir.
Enabling post-processing without the shaders present should not crash any more.  Be sure to test.

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 5.5e (http://fs2source.warpcore.org/exes/Launcher55e.zip) (new launcher version! fixes hyphens in mod folder names issue)
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 here (http://www.hard-light.net/forums/index.php/topic,44204.0.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)
fs2_open_3_6_12_RC2_INF.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC2_INF.zip)
MD5: n/a

fs2_open_3_6_12_RC2_INF_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC2_INF_SSE.zip)
MD5: n/a

fs2_open_3_6_12_RC2_INF_SSE2.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC2_INF_SSE2.zip)
MD5: n/a

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_RC2.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC2.zip)
MD5: n/a

fs2_open_3_6_12_RC2_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC2_SSE.zip)
MD5: n/a

fs2_open_3_6_12_RC2_SSE2.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC2_SSE2.zip)
MD5: n/a


OS X Builds

Inferno Build (HIGHLY RECOMMENDED)
FS2_Open-3.6.12_RC2_INF.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.12_RC2_INF.dmg)
MD5: 8e56cdd9d32b9fb68b6601717758fb28

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_RC2.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.12_RC2.dmg)
MD5: 01cf135accd3af7954d4f4e923fab9cb


LINUX Builds

Inferno Build (HIGHLY RECOMMENDED)
fs2_open_3_6_12_RC2_INF.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3_6_12_RC2_INF.tar.bz2)
MD5: 4db65c8e805dc4d9c98ac1b696a5a711

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_RC2.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3_6_12_RC2.tar.bz2)
MD5: 389a70d300daf68354322bb67a8942f8


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]
------------------------------------------------------------------------
r6043 | Goober5000 | 2010-03-31 00:31:20 -0500 (Wed, 31 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/ai/aicode.cpp

The E's patch to apply capital+ to secondary weapons
------------------------------------------------------------------------
r6042 | Goober5000 | 2010-03-31 00:28:58 -0500 (Wed, 31 Mar 2010) | 2 lines
Changed paths:
   M /branches/fs2_open_3_6_12/code/missionui/missiondebrief.cpp

backport of karajorma's commit 6028:
Fix Mantis 2000 (Skip Mission Dialog appears even when mission is successfully completed).
------------------------------------------------------------------------
r6041 | Goober5000 | 2010-03-31 00:28:17 -0500 (Wed, 31 Mar 2010) | 2 lines
Changed paths:
   M /branches/fs2_open_3_6_12/code/menuui/techmenu.h

backport of Echelon9's commit 6026:
Fix Mantis 2158: Increase Intelligence limit from species.tbl
------------------------------------------------------------------------
r6040 | Goober5000 | 2010-03-31 00:27:45 -0500 (Wed, 31 Mar 2010) | 2 lines
Changed paths:
   M /branches/fs2_open_3_6_12/code/osapi/outwnd_unix.cpp

backport of Echelon9's commit 6023:
Fix Mantis 2156: Crash within outwnd_printf2(char*, ...) on non-Windows platforms
------------------------------------------------------------------------
r6039 | Goober5000 | 2010-03-31 00:26:45 -0500 (Wed, 31 Mar 2010) | 2 lines
Changed paths:
   M /branches/fs2_open_3_6_12/code/parse/sexp.cpp

backport of karajorma's commit 6004:
Fix Mantis 2140 (Set-primary-ammo/weapon result in the ammo being set to 0 in some mods)
------------------------------------------------------------------------
r6038 | Goober5000 | 2010-03-31 00:24:31 -0500 (Wed, 31 Mar 2010) | 2 lines
Changed paths:
   M /branches/fs2_open_3_6_12/code/hud/hudparse.cpp

backport of Wanderer's commit 6000:
mantis 2122, fix for hud_gauge string comparison problems.
------------------------------------------------------------------------
r6037 | Goober5000 | 2010-03-31 00:23:43 -0500 (Wed, 31 Mar 2010) | 2 lines
Changed paths:
   M /branches/fs2_open_3_6_12/code/ai/aibig.cpp
   M /branches/fs2_open_3_6_12/code/ai/aicode.cpp

backport of Wanderer's commit 5999:
mantis 2138, fix game crashing if using ships with secondaries but without primaries, allow ai ships armed only with secondaries to attack & shoot
------------------------------------------------------------------------
r6036 | Goober5000 | 2010-03-31 00:23:13 -0500 (Wed, 31 Mar 2010) | 2 lines
Changed paths:
   M /branches/fs2_open_3_6_12/code/ship/ship.cpp

backport of Wanderer's commit 5998:
mantis 2113, make autoaim independent from lead indicator status
------------------------------------------------------------------------
r6035 | Goober5000 | 2010-03-31 00:22:38 -0500 (Wed, 31 Mar 2010) | 2 lines
Changed paths:
   M /branches/fs2_open_3_6_12/code/hud/hudparse.cpp
   M /branches/fs2_open_3_6_12/code/hud/hudparse.h
   M /branches/fs2_open_3_6_12/code/hud/hudtarget.cpp

backport of Wanderer's commit 5997:
feature commit - alternate lead indicator based on komet's code changes.
------------------------------------------------------------------------
r6034 | Goober5000 | 2010-03-31 00:21:18 -0500 (Wed, 31 Mar 2010) | 4 lines
Changed paths:
   M /branches/fs2_open_3_6_12/code/ai/aibig.cpp
   M /branches/fs2_open_3_6_12/code/ai/aicode.cpp
   M /branches/fs2_open_3_6_12/code/weapon/beam.cpp

backport of Wanderer's commit 5994:
Fix for mantis 2131:
prevent for time compression caused vector scaling errors
changed time compression related beam assert into nprintf.
------------------------------------------------------------------------
r6033 | Goober5000 | 2010-03-31 00:20:32 -0500 (Wed, 31 Mar 2010) | 2 lines
Changed paths:
   M /branches/fs2_open_3_6_12/code/ship/ship.h

backport of Wanderer's commit 5993:
Fubars fix for mantis 2141
------------------------------------------------------------------------
r6032 | Goober5000 | 2010-03-31 00:18:33 -0500 (Wed, 31 Mar 2010) | 2 lines
Changed paths:
   M /branches/fs2_open_3_6_12/code/freespace2/freespace.cpp

backport of Wanderer's commit 5991:
fix for mantis 2105
------------------------------------------------------------------------
r6031 | Goober5000 | 2010-03-31 00:17:53 -0500 (Wed, 31 Mar 2010) | 3 lines
Changed paths:
   M /branches/fs2_open_3_6_12/code/particle/particle.cpp
   M /branches/fs2_open_3_6_12/code/ship/shipfx.cpp
   M /branches/fs2_open_3_6_12/code/weapon/muzzleflash.cpp
   M /branches/fs2_open_3_6_12/code/weapon/muzzleflash.h

backport of Wanderer's commit 5990:
fix to attach muzzleflashes on ship to weapon firing points - mantis 2135.
also related fixes - fix attached particle rendering, allow all particles to exists at least 1 frame
------------------------------------------------------------------------
r6030 | Goober5000 | 2010-03-29 04:39:34 -0500 (Mon, 29 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/fred2/sexp_tree.cpp
   M /branches/fs2_open_3_6_12/code/parse/sexp.cpp

patch some holes in the handling of string variables
------------------------------------------------------------------------
r6024 | Goober5000 | 2010-03-20 01:37:11 -0500 (Sat, 20 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/camera/camera.cpp
   M /branches/fs2_open_3_6_12/code/parse/sexp.cpp

a couple of small but important fixes to the subtitle code, including (finally) the complete fix for Mantis #2152
------------------------------------------------------------------------
r6022 | Goober5000 | 2010-03-19 02:39:55 -0500 (Fri, 19 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/camera/camera.cpp

handle variables in show-subtitle
------------------------------------------------------------------------
r6019 | Goober5000 | 2010-03-19 01:45:02 -0500 (Fri, 19 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/fred2/shipeditordlg.cpp

Genghis's fix for too many cargo names (Mantis 2132)
------------------------------------------------------------------------
r6017 | Goober5000 | 2010-03-19 00:48:02 -0500 (Fri, 19 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/fred2/fred.rc

sexp help now scrolls
------------------------------------------------------------------------
r6015 | Goober5000 | 2010-03-18 23:04:20 -0500 (Thu, 18 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/parse/sexp.cpp

whitespace happiness
------------------------------------------------------------------------
r6013 | Goober5000 | 2010-03-18 23:01:58 -0500 (Thu, 18 Mar 2010) | 6 lines
Changed paths:
   M /branches/fs2_open_3_6_12/code/parse/sexp.cpp

a few things here...
--add space for font argument which will be in post-3.6.12 builds
--fix round-off error in coordinate conversion, discovered by genghis
--use is_sexp_true() instead of WMC's comparison
--fix images not appearing in show-subtitle (Mantis #2152)
--fix invalid character in change-soundtrack sexp help
------------------------------------------------------------------------
r6011 | Goober5000 | 2010-03-16 01:43:01 -0500 (Tue, 16 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/weapon/beam.cpp
   M /branches/fs2_open_3_6_12/code/weapon/weapons.cpp

approximate the beam whack from retail FS2
------------------------------------------------------------------------
r6010 | Goober5000 | 2010-03-14 20:55:56 -0500 (Sun, 14 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/camera/camera.cpp
   M /branches/fs2_open_3_6_12/code/camera/camera.h
   M /branches/fs2_open_3_6_12/code/fred2/sexp_tree.cpp
   M /branches/fs2_open_3_6_12/code/parse/sexp.cpp
   M /branches/fs2_open_3_6_12/code/parse/sexp.h

this is a long-overdue rewrite of WMC's show-subtitle sexps
------------------------------------------------------------------------
r6008 | Goober5000 | 2010-03-14 20:49:20 -0500 (Sun, 14 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/camera/camera.cpp

cross-patch a bug-fix
------------------------------------------------------------------------
r6007 | Goober5000 | 2010-03-14 17:38:45 -0500 (Sun, 14 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/cmdline/cmdline.cpp

move the -post_process flag to the experimental section
------------------------------------------------------------------------
r6002 | taylor | 2010-03-10 04:04:09 -0600 (Wed, 10 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/graphics/gropenglpostprocessing.cpp
   M /branches/fs2_open_3_6_12/code/graphics/gropenglshader.cpp
   M /branches/fs2_open_3_6_12/code/graphics/gropenglshader.h
   M /branches/fs2_open_3_6_12/code/graphics/gropengltexture.cpp
   M /branches/fs2_open_3_6_12/code/graphics/gropengltexture.h

no comment.  (nothing nice to say)
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r5996 | Goober5000 | 2010-03-06 05:43:10 -0600 (Sat, 06 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/missionui/fictionviewer.cpp

merge fiction viewer changes to 3.6.12
------------------------------------------------------------------------
r5988 | taylor | 2010-03-04 00:08:19 -0600 (Thu, 04 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/freespace2/freespace.cpp

properly close out mission when end-mission sexp is used (Mantis #2144)
------------------------------------------------------------------------
r5987 | taylor | 2010-03-04 00:08:16 -0600 (Thu, 04 Mar 2010) | 4 lines
Changed paths:
   M /branches/fs2_open_3_6_12/code/cmdline/cmdline.cpp

clean up launcher flags

 - update easy flag settings (Mantis #2074)
 - remove -res, it requires an option
------------------------------------------------------------------------
r5986 | taylor | 2010-03-04 00:08:03 -0600 (Thu, 04 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/cmdline/cmdline.cpp

handle cmdline_fso.cfg files of any size
------------------------------------------------------------------------
r5985 | taylor | 2010-03-04 00:07:56 -0600 (Thu, 04 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/oggvorbis/lib/ogg_static.lib
   M /branches/fs2_open_3_6_12/oggvorbis/lib/ogg_static_d.lib
   M /branches/fs2_open_3_6_12/oggvorbis/lib/theora_static.lib
   M /branches/fs2_open_3_6_12/oggvorbis/lib/theora_static_d.lib
   M /branches/fs2_open_3_6_12/oggvorbis/lib/vorbis_static.lib
   M /branches/fs2_open_3_6_12/oggvorbis/lib/vorbis_static_d.lib
   M /branches/fs2_open_3_6_12/oggvorbis/lib/vorbisfile_static.lib
   M /branches/fs2_open_3_6_12/oggvorbis/lib/vorbisfile_static_d.lib

updated Ogg/Vorbis/Theora libs
------------------------------------------------------------------------
r5984 | taylor | 2010-03-04 00:07:23 -0600 (Thu, 04 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/gamesnd/eventmusic.cpp

cycle back to normal music is hostile ships leave without battle (Mantis #1632)
------------------------------------------------------------------------
r5983 | taylor | 2010-03-04 00:07:21 -0600 (Thu, 04 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/sound/sound.cpp

reduce minimum sound volume value for OpenAL compatibility (Mantis #1854)
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r5982 | taylor | 2010-03-04 00:07:15 -0600 (Thu, 04 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/cmdline/cmdline.cpp

fix memory issues with arg parsing
------------------------------------------------------------------------
r5972 | chief1983 | 2010-03-03 17:40:40 -0600 (Wed, 03 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/network/multi_sexp.cpp
   M /branches/fs2_open_3_6_12/code/parse/sexp.cpp

Backport r5969 - fix for two full packets in a frame - to 3.6.12
------------------------------------------------------------------------
r5971 | chief1983 | 2010-03-03 17:39:38 -0600 (Wed, 03 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/graphics/gropengl.cpp
   M /branches/fs2_open_3_6_12/code/graphics/gropengltnl.cpp

Backport r5968 - upsidedown FBO rendering - to 3.6.12
------------------------------------------------------------------------
r5970 | chief1983 | 2010-03-03 17:38:04 -0600 (Wed, 03 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/parse/sexp.cpp

Backport r5959 - Mantis 2137 play-sound-from-file not looping - to 3.6.12
------------------------------------------------------------------------
r5948 | chief1983 | 2010-02-25 10:19:13 -0600 (Thu, 25 Feb 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/fred2/AltShipClassDlg.cpp

Backport r5945 - FRED dialog fix - to 3.6.12
------------------------------------------------------------------------
r5947 | chief1983 | 2010-02-25 10:09:06 -0600 (Thu, 25 Feb 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/hud/hudparse.cpp

Backport r5931 - Mantis 2133 Monitoring text - to 3.6.12
------------------------------------------------------------------------
r5946 | chief1983 | 2010-02-25 10:06:18 -0600 (Thu, 25 Feb 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/ship/ship.cpp

Backport r5935 - afterburner assert - to 3.6.12
------------------------------------------------------------------------
r5928 | Goober5000 | 2010-02-19 00:51:27 -0600 (Fri, 19 Feb 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/projects/MSVC_2005/Fred2.vcproj
   M /branches/fs2_open_3_6_12/projects/MSVC_2005/Freespace2.sln
   M /branches/fs2_open_3_6_12/projects/MSVC_2005/Freespace2.vcproj
   M /branches/fs2_open_3_6_12/projects/MSVC_2005/code.vcproj
   M /branches/fs2_open_3_6_12/projects/MSVC_2005/libjpeg.vcproj
   M /branches/fs2_open_3_6_12/projects/MSVC_2005/liblua.vcproj
   M /branches/fs2_open_3_6_12/projects/MSVC_6/Fred2.dsp
   M /branches/fs2_open_3_6_12/projects/MSVC_6/Freespace2.dsp
   M /branches/fs2_open_3_6_12/projects/MSVC_6/code.dsp
   M /branches/fs2_open_3_6_12/projects/MSVC_6/libjpeg.dsp
   M /branches/fs2_open_3_6_12/projects/MSVC_6/liblua.dsp
   M /branches/fs2_open_3_6_12/projects/MSVC_6/libpng.dsp
   M /branches/fs2_open_3_6_12/projects/MSVC_6/wxFRED2.dsp
   M /branches/fs2_open_3_6_12/projects/MSVC_6/zlib.dsp

upgrade the branched VC6 and VC2005 project files to match the trunk ones
------------------------------------------------------------------------
r5927 | Goober5000 | 2010-02-19 00:50:16 -0600 (Fri, 19 Feb 2010) | 1 line
Changed paths:
   D /branches/fs2_open_3_6_12/projects/MSVC_2003
   D /branches/fs2_open_3_6_12/projects/MSVC_6_Release

delete the obsolete branched project folders
------------------------------------------------------------------------
r5924 | chief1983 | 2010-02-17 19:41:26 -0600 (Wed, 17 Feb 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/fred2/fred.rc
   M /branches/fs2_open_3_6_12/code/freespace2/freespace.rc
   M /branches/fs2_open_3_6_12/code/globalincs/version.h
   M /branches/fs2_open_3_6_12/configure.ac
   M /branches/fs2_open_3_6_12/projects/MSVC_2008/Fred2.vcproj
   M /branches/fs2_open_3_6_12/projects/MSVC_2008/Freespace2.vcproj
   M /branches/fs2_open_3_6_12/projects/Xcode/English.lproj/InfoPlist.strings
   M /branches/fs2_open_3_6_12/projects/Xcode/FS2_Open.xcodeproj/project.pbxproj
   M /branches/fs2_open_3_6_12/projects/Xcode/Info.plist

Update versioning and filenames for RC1
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r5920 | Goober5000 | 2010-02-17 03:08:34 -0600 (Wed, 17 Feb 2010) | 1 line
Changed paths:
   A /branches/fs2_open_3_6_12 (from /trunk/fs2_open:5919)

branch for 3.6.12
------------------------------------------------------------------------
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Fury on April 06, 2010, 12:51:17 am
So how exactly does one use the alternate lead indicator in RC2?
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Waistless on April 06, 2010, 01:37:23 am
Hi,

Has post-processing been changed (apart from switched to experimental) in this build? Compared to 3.6.12 RC1 with the same command line, bloom won't work in this build.
In the log attached, it disables post-processing at the start of a mission.  :(

The video card I'm using is an ATI 3850, Catalyst driver 10.2

[attachment deleted by admin]
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: TopAce on April 06, 2010, 06:05:30 am
Highlight!
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Jeff Vader on April 06, 2010, 06:17:16 am
But it's just a release candidate. Or "just" a release candidate but still. Once the official release occurs.

Plus, there's already an announcement.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: chief1983 on April 06, 2010, 09:42:13 am
Yeah announcements and highlights for an RC is a bit overkill.  Taylor made some tweaks to the post processing besides moving it to experimental.  It's also supposed to disable itself when there are no post processing shaders present, to prevent the crash previously experienced.  But if there's an issue with that we definitely need to get that fixed for final.  Any other info about your setup would be helpful too, that's not already in the log.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: High Max on April 06, 2010, 08:23:25 pm
;-)
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: The E on April 06, 2010, 08:35:44 pm
It depends. Mainly on how many bugs we can find in RC2. Hopefully, we won't need an RC3.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: FUBAR-BDHR on April 06, 2010, 08:36:38 pm
RC3 != final.  If it's final it won't be RC3.

On a side note I think an announcement for the RCs is a good thing.  People may find and test them from there before they ever look for them here.  

Dang it E quit posting a the same time as me.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Waistless on April 06, 2010, 08:44:55 pm
Thanks for the info chief. I enabled an effect in the post_processing.tbl using the AlwaysOn flag, and bloom now works even if the default value for that effect is set to 0.
I guess post-processing only gets enabled if an entry in that table is used, so perhaps a good idea would be to move the Bloom effect to that table?
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: chief1983 on April 06, 2010, 11:36:21 pm
FUBAR, sorry I agree that an announcement is fine, I just meant specifically that the combined announcement+highlight is a bit much :)

Welcome waistless.  That sounds interesting actually, like you shouldn't need an entry just to have it active.  Might still be a small issue with it, not sure.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Reprobator on April 07, 2010, 01:25:48 am
Quote
So how exactly does one use the alternate lead indicator in RC2?
I'm interested for this too, if someone could en-light us?
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Fury on April 07, 2010, 01:30:10 am
Create indicator-hdg.tbm in data\tables, put following line in there and save.
Code: [Select]
$ALTERNATE LEAD INDICATOR: YES
At least I think that was it, I don't have chat log from irc so I wrote it from top of my head. :p

I tried it yesterday and it was horrible to say the least. I don't know how anyone can play with this enabled. :D
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Reprobator on April 07, 2010, 01:56:16 am
Thanks i'll try it.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: chief1983 on April 07, 2010, 09:42:03 am
From what I remember from the conversation, this syntax is subject to change.  Be aware.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Vrets on April 08, 2010, 06:16:55 pm
Quote
r6011 | Goober5000 | 2010-03-16 01:43:01 -0500 (Tue, 16 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/weapon/beam.cpp
   M /branches/fs2_open_3_6_12/code/weapon/weapons.cpp

approximate the beam whack from retail FS2

Beam whack has returned!
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: High Max on April 09, 2010, 12:35:41 am
;-)
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: The E on April 09, 2010, 12:42:29 am
In FS2 retail, your ship was being whacked around when hit by a beam. This was a (probably unintentional) sideeffect of a bug in the beam impact code that was kept as a feature in the release exe.
That bug was fixed, but emulating the old beamwhack behaviour took longer than anticipated.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: TopAce on April 09, 2010, 07:53:00 am
Quote
r6011 | Goober5000 | 2010-03-16 01:43:01 -0500 (Tue, 16 Mar 2010) | 1 line
Changed paths:
   M /branches/fs2_open_3_6_12/code/weapon/beam.cpp
   M /branches/fs2_open_3_6_12/code/weapon/weapons.cpp

approximate the beam whack from retail FS2

Beam whack has returned!

Nooo!
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Commander Zane on April 09, 2010, 08:39:43 am
Compared to 3.6.12 RC1 with the same command line, bloom won't work in this build.
I'm finding that the same thing happens to me as well, simply going to several older builds I notice that Post-Processing works again, but not at all on this build.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: chief1983 on April 09, 2010, 09:43:09 am
Except it was posted just a bit later how to fix it apparently.  Wasn't it?
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Commander Zane on April 09, 2010, 09:52:04 am
Wherever this is in the table:
*Note, it's the highlighted text*

I enabled an effect in the post_processing.tbl using the AlwaysOn flag, and bloom now works even if the default value for that effect is set to 0.

Because I see nothing in the post_processing.tbl that has anything to do with Bloom, and I got the file from the very download link on this release page, would be great to know what this "an effect" is so I can take care of the issue.

As far as I'm concerned, it wasn't posted because that post doesn't properly explain what exactly was enabled, just "an effect."


Edit:
Looks like setting any of the five effects on will force Bloom to display, well now it's more specifically explained for those who end up getting the same problem.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Waistless on April 10, 2010, 08:08:11 am

would be great to know what this "an effect" is so I can take care of the issue.
Quote from: Homer Simpson
Where's the "any key"?
:lol:

Well in any case, to be more specific I used the "film grain" entry because that does nothing when the 'default' value is set to 0.0. (I've discovered that other entries may still change things even with default set at 0.0)
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Commander Zane on April 10, 2010, 08:20:05 am
Actually it was more leaning to the fact that you could be talking about any of the effects rather than a specific one, and yes, through looking at each effect myself which I was basically forced to do, some do things while others do not, I stuck with Contrast, having Film Grain on actually looked pretty cool for a while and the same with Stripe. I tried the Noise effect and holy crap you can't see a thing. :lol:

On your quote, the first person I thought of was one of the Marines from Starcraft, rather than Homer.
Quote from: Terran Marine
Huh...it says, 'Hit any key'...well, which one's the 'Any key?!'
:P
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Waistless on April 10, 2010, 08:33:47 am
I'm getting that with the noise effect as well at the moment, it probably isn't working. This post (http://www.hard-light.net/forums/index.php?topic=64986.0) appears to show how noise distortion is meant to look.

And Ill try and make my future posts a little less ambiguous ;)

EDIT: link fix

[attachment deleted by admin]
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Commander Zane on April 10, 2010, 08:38:07 am
Well yeah, I've seen the shots before, by the way your link is borked, the "%22http//" on the URL goes to a cannot display page.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Col. Fishguts on April 10, 2010, 11:16:07 am
As Post Processing is a new feature, as are the Unified Shaders, don't forget to grab FSU_and-PostProc_Shaders.7z (http://zacam.ueuo.com/fsu/FSU_and-PostProc_Shaders.7z)

So, we can throw out all previous *.sdr files from the /effects folder now?
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Commander Zane on April 10, 2010, 11:28:49 am
That screenshot looks like an overcast night sky, pretty cool actually. :D
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: chief1983 on April 10, 2010, 09:53:47 pm
Fishguts, pretty much yeah.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Enioch on April 16, 2010, 01:56:25 am
Looks like setting any of the five effects on will force Bloom to display, well now it's more specifically explained for those who end up getting the same problem.

No, it won't.  :nervous: I may sound stupid, but, while I get post-processing out of RC1, it seems not to work with RC2. I've turned every effect on. (By that I mean I deleted 'false' in the tbl and wrote 'true'. Did I do that right? :nervous:)

I never tried to use post-processing before, and I hadn't tried RC1 before, either. In fact, I jumped straight from 3.6.10 (trunk) to 3.6.12 RC2. And I only downloaded the new launcher (had 5d), the first RC2 Inferno build and the shaders. Unpacked those in freespace/data/effects and data/tables, as per instructions.

Like I said, it seems to work with RC1. But, before I post an error log, I thought I'd ask if I had done something really stupid. :blah:

Cheers
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: FUBAR-BDHR on April 16, 2010, 02:01:19 am
Did you turn post processing on in the launcher?  It's been moved to the experimental section. 
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Enioch on April 16, 2010, 06:26:40 am
I almost didn't.  :nervous: But then I did. Nope. Still doesn't work

Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Commander Zane on April 16, 2010, 06:36:57 am
Looks like setting any of the five effects on will force Bloom to display, well now it's more specifically explained for those who end up getting the same problem.

No, it won't.  :nervous: I may sound stupid, but, while I get post-processing out of RC1, it seems not to work with RC2. I've turned every effect on. (By that I mean I deleted 'false' in the tbl and wrote 'true'. Did I do that right? :nervous:)

You must be the first then, since it worked for myself and Waistless.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: chief1983 on April 16, 2010, 11:09:02 am
Try just enabling only one effect, preferably one stated earlier as getting pp to work?
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Enioch on April 16, 2010, 02:32:24 pm
Tried it out with only the contrast and then with only the stripes enabled. Still no luck. Remind me, how do I get a debug log? I once knew, but the knowledge got lost in the depths of time...
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Jeff Vader on April 16, 2010, 02:34:14 pm
Remind me, how do I get a debug log? I once knew, but the knowledge got lost in the depths of time...
The knowledge got stickied. (http://www.hard-light.net/forums/index.php?topic=56279.msg1180359#msg1180359)
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Enioch on April 17, 2010, 01:26:33 am
Hokay then,

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 16.7
  -spec_static 0.9
  -spec_point 0.6
  -spec_tube 1
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -noscalevid
  -spec
  -no_emissive_light
  -normal
  -3dshockwave
  -post_process
  -bloom_intensity 200
  -cache_bitmaps
  -orbradar
  -rearm_timer
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps
Building file index...
Found root pack 'C:\freespace\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'C:\freespace\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'C:\freespace\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\freespace\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'C:\freespace\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\freespace\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\freespace\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\freespace\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\freespace\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\freespace\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\freespace\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\freespace\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\freespace\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\freespace\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\freespace\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\freespace\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\freespace\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\freespace\mediavps\' ... 163 files
Searching root pack 'C:\freespace\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\freespace\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'C:\freespace\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'C:\freespace\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'C:\freespace\mediavps\mv_music.vp' ... 32 files
Searching root 'C:\freespace\' ... 14 files
Searching root pack 'C:\freespace\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\freespace\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\freespace\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\freespace\root_fs2.vp' ... 157 files
Searching root pack 'C:\freespace\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\freespace\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\freespace\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\freespace\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\freespace\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\freespace\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\freespace\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\freespace\warble_fs2.vp' ... 52 files
Found 19 roots and 13279 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
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 1680x1050 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 GTX 260M/PCI/SSE2
  OpenGL Version    : 3.0.0

  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 ->  main-v.sdr (null-v.sdr) / main-f.sdr (null-f.sdr) ...
    Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (b-f.sdr) ...
    Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (bg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lb-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbgs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbgse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lbgsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lbsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfb-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbgs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbgse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbgsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (null-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lgs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (ls-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lgse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (ln-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lgsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lsne-f.sdr) ...
  Shaders Manager initialized.

  Max texture units: 4 (32)
  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.
  Using GLSL for model rendering.
  Shader Version: 1.30 NVIDIA via Cg compiler
... 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...
Post-processing table not found.  Disabling...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 393
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 'hammer1.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)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x2a94b7b8, IBX checksum: 0x38c2bcca -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.942 (0.942)
Frame  0 too long!!: frametime = 0.275 (0.275)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
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 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.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...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x3c5e73c9, IBX checksum: 0xc04d2c9d -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 600
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'Training-1.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Starting mission message count : 205
Ending mission message count : 242
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xa59230ad, IBX checksum: 0xb499bcbf -- "fighter2t-05.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
Loading model 'Drone01.pof'
IBX: Found a good IBX/TSB to read for 'Drone01.pof'.
IBX-DEBUG => POF checksum: 0xd98f0c89, IBX checksum: 0xabcb22fd -- "Drone01.pof"
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'Starfield.pof'
IBX: Found a good IBX/TSB to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
About to page in ships!
ANI shieldft-05 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP308x190+16'
User bitmap 'TMP337x206+16'
User bitmap 'TMP69x119+16'
User bitmap 'TMP231x145+16'
User bitmap 'TMP273x158+16'
User bitmap 'TMP319x174+16'
User bitmap 'TMP192x116+16'
User bitmap 'TMP509x189+16'
User bitmap 'TMP209x477+16'
User bitmap 'TMP308x190+16'
User bitmap 'TMP337x206+16'
User bitmap 'TMP69x119+16'
User bitmap 'TMP231x145+16'
User bitmap 'TMP273x158+16'
User bitmap 'TMP319x174+16'
User bitmap 'TMP192x116+16'
User bitmap 'TMP509x189+16'
User bitmap 'TMP209x477+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1253/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 353,  Estimated count = 425
================================================
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
ANI cb_train-01_a.ani with size 440x200 (21.9% wasted)
Frame  0 too long!!: frametime = 14.639 (14.639)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconT-fighter with size 24x29 (9.4% wasted)
ANI FadeiconT-fighter with size 24x29 (9.4% wasted)
ANI FadeiconT-fighter.ani with size 24x29 (9.4% wasted)
Frame  0 too long!!: frametime = 0.367 (0.367)
ANI iconT-fighter.ani with size 24x29 (9.4% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  27.775
1783 frames executed in  30.015 seconds,  59.404 frames per second.
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Sat Apr 17 09:24:48 2010

Up to about 30 seconds of gameplay. First mission of the mediavp main campaign. No other mods.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: FUBAR-BDHR on April 17, 2010, 03:23:24 am
Quote
Post-processing table not found.  Disabling...

I guess you didn't get the post processing files. 
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Jeff Vader on April 17, 2010, 03:27:04 am
Also,
Code: [Select]
Searching root pack 'C:\freespace\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\freespace\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'C:\freespace\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'C:\freespace\mediavps\MV_Effects.vp' ... 1032 files

You seem to have the older incarnation of the 3.6.10 MediaVPs. Please download the current ones (including the patch!) from the release thread (http://Searching root pack 'C:\freespace\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\freespace\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'C:\freespace\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'C:\freespace\mediavps\MV_Effects.vp' ... 1032 files).

If I recall correctly, MV_Music.vp hasn't changed, though, so you don't need to redownload that.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Enioch on April 17, 2010, 03:53:19 am
I guess you didn't get the post processing files. 

I got the sdrs and the post-processing tbl. I did say that I do get post-processing out of RC1, so I must have the required files, don't I? They just don't work with RC2

Also,
You seem to have the older incarnation of the 3.6.10 MediaVPs. Please download the current ones (including the patch!) from the release thread.
If I recall correctly, MV_Music.vp hasn't changed, though, so you don't need to redownload that.

OK, downloading now. Still, I doubt that is the issue.  :doubt:

Thanks anyways!
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Jeff Vader on April 17, 2010, 04:06:46 am
Also,
You seem to have the older incarnation of the 3.6.10 MediaVPs. Please download the current ones (including the patch!) from the release thread.
If I recall correctly, MV_Music.vp hasn't changed, though, so you don't need to redownload that.

OK, downloading now. Still, I doubt that is the issue.  :doubt:
Yes, I too am quite certain that isn't the issue. But old 3.6.10 MediaVPs might cause other issues, so it's good to get them straight while at it.

I got the sdrs and the post-processing tbl. I did say that I do get post-processing out of RC1, so I must have the required files, don't I? They just don't work with RC2
That is rather strange, since I got post-processing working on my fffffuuuuuuu-**** laptop with RC2.
Hmm. You said that you placed the files to \freespace2\data\tables\ and \freespace2\data\effects\ . Try moving them to \freespace2\mediavps\data\tables\ and \freespace2\mediavps\data\effects\ . I can't think of a reason why your setup wouldn't work, but then again, we're talking about technology; you never know.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Enioch on April 17, 2010, 05:42:52 am
Nope, still doesn't work. Got new mvps and tried the RC2 with the shaders in *\data\effects and again with shaders in *mediavps\data\effects (the tbl I put in the corresponding \tables folder, of course)

RC1 still blooms like a darlin', but RC2 is being a pig. Or I'm being pretty stupid

Windows 7 Pro, BTW. NVIDIA Geforce GTX 260M. Tell me if anything else is relevant...
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Fury on April 17, 2010, 06:32:39 am
Enioch is the second guy here who's having problems with post processing in RC2. So I decided to try it out myself and sure enough, PP is not working in RC2.

Here is debug log of RC1 loading a mission: http://scp.pastebin.com/LybdeUks
And here's RC2: http://scp.pastebin.com/cKVkGaUf

Notice line 794 in the RC2 log, "Post-processing disabled." Considering current post processing implementation in FSO is known to cause memory leaks and crashes, could this be in fact intentional?
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Commander Zane on April 17, 2010, 07:13:56 am
Kind of odd that it's working for some, not working for others.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: headdie on April 17, 2010, 07:19:15 am
is it build dependent i mean there are 6 builds of RC2
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Enioch on April 17, 2010, 07:23:19 am
Tried it with the first and second builds of the first post. Fails on both.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: FUBAR-BDHR on April 17, 2010, 04:00:25 pm
Well this definitely appears to be 2 different issues.  Fury's turns off during or after a mission.  Enioch's clearly states it can't find the table and disables because of that. 
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Waistless on April 17, 2010, 10:18:28 pm
Enioch is the second guy here who's having problems with post processing in RC2. So I decided to try it out myself and sure enough, PP is not working in RC2.

Here is debug log of RC1 loading a mission: http://scp.pastebin.com/LybdeUks
And here's RC2: http://scp.pastebin.com/cKVkGaUf

Notice line 794 in the RC2 log, "Post-processing disabled." Considering current post processing implementation in FSO is known to cause memory leaks and crashes, could this be in fact intentional?

Well this is exactly this issue I was having, by setting the AlwaysOn flag for the film grain to true (leaving default at 0.0), Post Processing went enabled again. Could you try this and see if it works for you as well?

As for your issue Enioch, strange that it would complain the table file that you're editing is missing, and work in different builds. Maybe you have multiple table files in different places and the newer version is more strict. I'll try various things to get that error myself.

Edit: Can't get the error unless I physically delete the file. If I intentionally corrupt it I get a debugger error (not what you get I assume.) I found something else though:

RC1 doesn't care if the table file is missing or not, it will enable post processing regardless. On that basis, the reason RC2 will not work with PP is purely because it cannot find the table file, whether it is not in a directory its looking or its missing stuff without giving a debugger error.

Try deleting that table file and redownloading the shaders file, and put the table file where it needs to be (\mediavps\data\tables) and don't edit it, just run FS2 (with mod mediavps) after that and if the log says something along the lines of:

Code: [Select]
 Compiling special shader ->  post-v.sdr / brightpass-f.sdr ...
render_target: creating new 640x640 FBO
render_buffer: creating new 640x640 render buffer
texture_pool: creating new 640x640 texture
  Compiling special shader ->  post-v.sdr / blur-f.sdr ...
render_target: creating new 320x320 FBO
render_buffer: creating new 320x320 render buffer
texture_pool: creating new 320x320 texture
texture_pool: creating new 320x320 texture
Post-processing disabled.

At the start of any mission (after clicking accept it should occur), then the game has found the table file, and all you need to do is in that same table file edit the AlwaysOn flag from "false" to "true" in the film grain entry, and hopefully it will work.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: neogoki on April 19, 2010, 01:20:27 pm
not sure if anybody posted it but:
i get the "there is no disk in the drive, put a disk in \Device\Harddisk3\DR3" warning everytime when i use the fred2_open_3_6_12 exes, don't matter which!
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: chief1983 on April 19, 2010, 01:28:47 pm
I _think_ you can fix that by deleting a certain file that FRED creates in the /data folder, but I'm not positive.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Vrets on April 20, 2010, 06:04:11 pm
FRED2_OPEN loadout manager is still insane.

I apologize if this escapes the purview of this release.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: The E on April 20, 2010, 06:10:09 pm
If you would be so kind to tell us just what the hell you mean by insane, there may be a chance to fix it.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: General Battuta on April 20, 2010, 06:44:35 pm
The loadout manager seems pretty straightforward to me...it's a checklist!
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: chief1983 on April 20, 2010, 07:40:48 pm
I think there was an issue with the new Team Loadout code.  Don't recall what was up with it, Kara was supposed to have taken a peek at it.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Vrets on April 20, 2010, 08:22:26 pm
If you would be so kind to tell us just what the hell you mean by insane, there may be a chance to fix it.

The loadout manager functions in a manner that is less than reasonable.

The loadout manager seems pretty straightforward to me...it's a checklist!

It's a collection of tubes.

Honestly: setting "600" of weapon x" in the new editor is insufficient for "600 of weapon x" to appear in the weapon selection screen. A quantity of weapon x is subtracted that has no apparent basis in anything happening anywhere. We're missing a tube, I think.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: General Battuta on April 20, 2010, 09:27:35 pm
Isn't it based on how many of said weapon are equipped on Alpha, Beta, Delta, Gamma, and Epsilon wing ships in the mission?
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Vrets on April 20, 2010, 10:27:09 pm
Even if that were the case, it would still be quite a byzantine system. I'm really not sure how it's supposed to work. I gather that the original purpose was to allow variables to modify the loadout for missions in a campaign. A frightfully good idea, although something went awry.

Original thread. (http://www.hard-light.net/forums/index.php?topic=68743.0)

Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: karajorma on April 27, 2010, 02:45:09 am
Did anyone ever stick that in Mantis?

If not how do they ever expect it to be fixed?
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Fury on April 27, 2010, 03:33:10 am
I think there's a good chance that there is a bug in the weapon calcs somewhere. I'll have to take a look into it.
Would be my guess. :p
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: karajorma on April 27, 2010, 06:58:23 am
Yeah but this is why using Mantis is a must for things like this. The link to the original mission is now dead. So I have nothing to test this with. Nor do I have an exact set of steps to reproduce.

So basically until someone can be bothered to get me those I'm not likely to have the time to fix this one.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: chief1983 on April 27, 2010, 10:05:12 am
I dunno, at least in this case I figured you'd be getting to it too :P

Let's get it mantised and set as a higher priority then eh?  Anyone got that buggy mission?
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Shivan Hunter on April 29, 2010, 01:09:24 am
Mantis'd.

Got steps to reproduce, rather than a buggy mission. Seems rather predictable, although quite weird. Why the frak is 'amount used in wings' not simply added up? It seems like it's being divided or multiplied by something.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: chief1983 on April 30, 2010, 10:10:17 am
Weapon calcs are fixed, so is the missile firing.  Will be in the 3.6.12 branch soon.  The only other significant issue I'm now aware of is that post proc seems to not be enabling for some users in RC2.  Is this actually an issue or has it been solved on the user's end in all cases?  Don't want to push it with some users being incapable of running Post Proc when they should.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Fury on April 30, 2010, 10:53:41 am
My case is definitely FSO bug. But I don't really care as I have no intention of using post-processing in its current form.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: chief1983 on April 30, 2010, 11:15:14 am
Still, if you can't get it working when you could with RC2, others might not be able to either.  Would love to get that figured out if possible.
Title: SSE2 RC2 Inferno build CTD
Post by: mvmiller12 on May 09, 2010, 02:34:22 am
I just fresh installed FreeSpace 2 again and grabbed the new MediaVPs (with patch) and the RC2 SSE2 inferno build. Everything works awesome until I enable 'Post Processing', and then the game will crash (CTD) whenever I try to enter any mission (after accepting mission and just before hud pops up) - everytime. With 'Post Processing' disabled, everything works like a charm. I posted all the details in Mantis, but figured I would post here as well to see if anyone has any suggestions. . .  :)

Edit: Confirmed this also happens with the non-inferno SSE2 RC2 build.

System specs:
Code: [Select]
{Hardware}
Asus M4A78T-E Mainboard, BIOS rev 3204
AMD Athlon II x4 620 (OC from 2.6GHz to 3.25GHz, 24-hr Prime95 Stable on all 4 cores)
ATI Radeon 5830 w/1G RAM (Core OC from 800Mhz to 900Mhz, Mem clk is standard 1GHz)
4G DDR3 1333 (2x2G in Dual Channel config)
Auzentech X-Meridian 7.1 (using TOSLINK to Dolby Digital 5.1 speaker system)

{Software}
Windows 7 Ultimate x64 (Fully Patched)
ATI Catalyst 10.3 OpenGL 4.0 Preview build
  Driver Packaging Version: 8.712.3.1-100323a-097544E-Retail (End User)
  Provider: ATI Technologies Inc.
  2D Driver Version: 8.01.01.1010
  Direct3D Version: 8.14.10.0735
  OpenGL Version: 6.14.10.9826
  Catalystâ„¢ Control Center Version: 2010.0323.2140.37062
Auzentech X-Meridian driver PCI-8788-1_1_26_00-W7
OpenAL 2.07
FreeSpace 2 Open build 3.6.12 RC2 SSE2 Inferno
  MediaVPs 3.6.10 with patch

Debug Log:
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:
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -post_process
  -dualscanlines
  -targetinfo
  -3dwarp
  -warp_flash
  -snd_preload
  -mod mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Games\FreeSpace2\mediavps\FS2cutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Found root pack 'e:\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'e:\tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack 'e:\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 8 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\FS2cutscenepack.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'C:\Games\FreeSpace2\' ... 13 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root 'e:\' ... 3 files
Searching root pack 'e:\tango1_fs2.vp' ... 32 files
Searching root pack 'e:\tangoA_fs2.vp' ... 0 files
Searching root pack 'e:\warble_fs2.vp' ... 52 files
Found 22 roots and 13195 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
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 1600x900 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     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon HD 5800 Series  
  OpenGL Version    : 4.0.9826 BETA Compatibility Profile Context

  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_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Initializing Shaders Manager...
  Loading and compiling main shaders...
    Compiling main shader ->  main-v.sdr (null-v.sdr) / main-f.sdr (null-f.sdr) ...
    Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (b-f.sdr) ...
    Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (bg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lb-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbgs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbgse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lbgsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lbsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfb-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbgs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbgse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbgsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (null-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lgs-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (ls-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lgse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lse-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (ln-f.sdr) ...
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lsn-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lgsne-f.sdr) ...
    Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lsne-f.sdr) ...
  Shaders Manager initialized.

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 4.00
... 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.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
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...
render_target: creating new 1600x900 FBO
render_buffer: creating new 1600x900 render buffer
texture_pool: creating new 1600x900 texture
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
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
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 2658
TrackIR Init Failed - 1
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 'hammer1.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)
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 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.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...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 300
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'SM1-03.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Using alternate ship type name: NTFr Triton
Using alternate ship type name: NTFr Poseidon
Using alternate ship type name: NTF Vessel
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTC Fenris
Using alternate ship type name: NTC Leviathan
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Loading model 'subspacenode.pof'
IBX: Found a good IBX/TSB to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0xe392fe28, IBX checksum: 0x1581f505 -- "subspacenode.pof"
Model subspacenode.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Starting mission message count : 205
Ending mission message count : 236
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xc8b2f868, IBX checksum: 0x3dfad880 -- "fighter2t-05.pof"
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x557cede4, IBX checksum: 0xf78a4f57 -- "freighter2t-01.pof"
Loading model 'cargo2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cargo2t-01.pof'.
IBX-DEBUG => POF checksum: 0x5f3f96b4, IBX checksum: 0xb6c2fe6e -- "cargo2t-01.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX/TSB to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0x80968918, IBX checksum: 0x9fdc6bdc -- "freighter02.pof"
Loading model 'cargo02.pof'
IBX: Found a good IBX/TSB to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x22a01ec5 -- "cargo02.pof"
Loading model 'corvette2r-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2r-01.pof'.
IBX-DEBUG => POF checksum: 0x7420b86f, IBX checksum: 0x67b3fa28 -- "corvette2r-01.pof"
Unknown special object type $path29 while reading model corvette2r-01.pof
Allocating space for at least 32 new ship subsystems ...  a total of 200 is now available (32 in-use).
Loading model 'fighter13.pof'
IBX: Found a good IBX/TSB to read for 'fighter13.pof'.
IBX-DEBUG => POF checksum: 0x13fad0b4, IBX checksum: 0x793319e8 -- "fighter13.pof"
Loading model 'cruiser01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01.pof'.
IBX-DEBUG => POF checksum: 0x971dcc75, IBX checksum: 0x1c8d31e6 -- "cruiser01.pof"
Loading model 'cruiser01x.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01x.pof'.
IBX-DEBUG => POF checksum: 0x8e7a6f04, IBX checksum: 0x7d5ab466 -- "cruiser01x.pof"
Loading model 'capital2V-01.pof'
IBX: Found a good IBX/TSB to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0x82d216bd, IBX checksum: 0x1b3ba558 -- "capital2V-01.pof"
Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship capital2V-01.pof
Loading model 'fighter2v-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-02.pof'.
IBX-DEBUG => POF checksum: 0x45a2f668, IBX checksum: 0x8dc599b9 -- "fighter2v-02.pof"
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'Starfield.pof'
IBX: Found a good IBX/TSB to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
=================== STARTING LEVEL DATA LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xd4a3527c -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x0abd41b4, IBX checksum: 0x3aadce53 -- "support2v-01.pof"
Allocating space for at least 184 new ship subsystems ...  a total of 400 is now available (62 in-use).
About to page in ships!
ANI shield-f13 with size 112x93 (27.3% wasted)
ANI shieldft-05 with size 112x93 (27.3% wasted)
ANI shieldfv-02 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (TbeamAglow.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (GreenBeam2Glow.eff) with 30 frames at 60 fps.
BMPMAN: Found EFF (particle_yellow.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (beamglow6.eff) with 60 frames at 26 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0xd02a81ee, IBX checksum: 0xf6422721 -- "Tempest.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
No subsystems found for model "crossbow.pof".
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x39d1d2bf, IBX checksum: 0x23737dab -- "cmeasure01.pof"
Loading model 'MX-50.pof'
IBX: Found a good IBX/TSB to read for 'MX-50.pof'.
IBX-DEBUG => POF checksum: 0x80ed0ef6, IBX checksum: 0x79a2a4ec -- "MX-50.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "harbinger.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x84f2378d, IBX checksum: 0x1203869f -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shield-f13.ani with size 112x93 (27.3% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
ANI shieldfv-02.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP308x190+16'
User bitmap 'TMP337x206+16'
User bitmap 'TMP69x119+16'
User bitmap 'TMP231x145+16'
User bitmap 'TMP273x158+16'
User bitmap 'TMP319x174+16'
User bitmap 'TMP192x116+16'
User bitmap 'TMP509x189+16'
User bitmap 'TMP209x477+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1717/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 512,  Estimated count = 425
================================================
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconfighter2t-05 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconMX-64 with size 56x24 (25.0% wasted)
ANI iconTempest with size 56x24 (25.0% wasted)
ANI iconnode with size 90x90 (29.7% wasted)
ANI Fadeiconnode with size 90x90 (29.7% wasted)
ANI Fadeiconnode.ani with size 90x90 (29.7% wasted)
ANI iconT-vette with size 80x31 (3.1% wasted)
ANI fadeiconT-vette with size 80x31 (3.1% wasted)
ANI fadeiconT-vette.ani with size 80x31 (3.1% wasted)
ANI iconhighlight06 with size 186x186 (27.3% wasted)
ANI iconhighlight06.ani with size 186x186 (27.3% wasted)
Frame  0 too long!!: frametime = 13.445 (13.445)
ANI iconnode.ani with size 90x90 (29.7% wasted)
ANI iconT-vette.ani with size 80x31 (3.1% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  24.231
  Compiling special shader ->  post-v.sdr / brightpass-f.sdr ...
render_target: creating new 800x800 FBO
render_buffer: creating new 800x800 render buffer
texture_pool: creating new 800x800 texture
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Jeff Vader on May 09, 2010, 02:51:47 am
Unrelated to the actual problem:
Code: [Select]
Found root pack 'C:\Games\FreeSpace2\mediavps\FS2cutscenepack.vp' with a checksum of 0x84396e99This could be in \freespace2\ , since it (probably) contains just the FS2 cutscenes.

Code: [Select]
Found root pack 'e:\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'e:\tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack 'e:\warble_fs2.vp' with a checksum of 0xd85c305d
You don't need to have any disks in your optical drive while playing FSO.

Possibly related to the actual problem: did you remember to get the post processing pack (http://zacam.ueuo.com/fsu/FSU_and-PostProc_Shaders.7z) as instructed in the first post? They claim that not having it and enabling post processing shouldn't cause crashes anymore, but you never know.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: mvmiller12 on May 09, 2010, 03:15:25 am
Unrelated to the actual problem:
Code: [Select]
Found root pack 'C:\Games\FreeSpace2\mediavps\FS2cutscenepack.vp' with a checksum of 0x84396e99This could be in \freespace2\ , since it (probably) contains just the FS2 cutscenes.

It is just the cutscenes :)

Code: [Select]
Found root pack 'e:\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'e:\tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack 'e:\warble_fs2.vp' with a checksum of 0xd85c305d
You don't need to have any disks in your optical drive while playing FSO.

Installation disk now removed (I told you it was a fresh install :) Very Fresh!)

Possibly related to the actual problem: did you remember to get the post processing pack (http://zacam.ueuo.com/fsu/FSU_and-PostProc_Shaders.7z) as instructed in the first post? They claim that not having it and enabling post processing shouldn't cause crashes anymore, but you never know.

I have installed the shader pack - the post said it could be unpacked in FreeSpace2\DATA or FreeSpace2\MediaVPs\DATA - I initially unpacked it into the former. I tried the latter when I was troubleshooting the crash, and it made no difference. I think this is a different problem than the missing post processing data crash because the debug log shows that the game seems to be processing the shaders. It * might * be related to the ATI OpenGL 4.0 Preview driver, though. Has anyone else tried these?
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Echelon9 on May 09, 2010, 03:22:28 am
I think this is a different problem than the missing post processing data crash because the debug log shows that the game seems to be processing the shaders. It * might * be related to the ATI OpenGL 4.0 Preview driver, though. Has anyone else tried these?
Yup, the engine is finding the files and doing the initialisation / compile. It's crashing when it begins using them. Could be related to this preview driver, but I'm on a Mac so not much help directly in that department. I'm sure other devs / users will chime in soon.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: mvmiller12 on May 31, 2010, 01:54:37 am
Just an update - this problem still exists after upgrading to ATI Catalyst 10.5 drivers (also updated my Mantis posting)

Minor nitpicky bug. In training mission 5, when the instructor lowers your shields, they never flash to draw attention to the phenomena as the instructor says they should.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: The E on May 31, 2010, 05:18:26 am
Just an update - this problem still exists after upgrading to ATI Catalyst 10.5 drivers (also updated my Mantis posting)

There was an issue with poist processing crashes that has only recently been fixed in trunk. Wait for the next release, then try again.

Minor nitpicky bug. In training mission 5, when the instructor lowers your shields, they never flash to draw attention to the phenomena as the instructor says they should.

That's an issue with the mission, not the code.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: mvmiller12 on May 31, 2010, 12:34:35 pm
Thanks for the reply and heads up. I just want to take a moment to say that Space Combat sims have always been my favorite, and sadly, FreeSpace 2 was the last great Space Combat sim. I really appreciate all you guys out there keeping it alive and fresh. I may not post much here (because I rarely have any problems with anything), but I have been following FSO development for years.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: SF-Junky on June 06, 2010, 04:24:50 am
With this build, the fiction viewer doesn't work for me any more:
Code: [Select]
No fiction viewer graphics -- cannot display fiction viewer!
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! RegisterWaitForInputIdle + 73 bytes

With RC1 I'm having no such problem. The needed graphics are all in the right place.

[attachment deleted by admin]
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: The E on June 06, 2010, 01:12:39 pm
Yes, but they're probably not named correctly. Refer to http://www.hard-light.net/wiki/index.php/Fiction_Viewer for details.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: SF-Junky on June 07, 2010, 03:39:43 am
Ah, alright. Now it works, though the FS2 style art doesn't seem to fit 100 percent yet. Thank you, The_E. :)
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: The E on June 07, 2010, 05:20:14 am
It doesn't fit 100% because it looked somewhat different back when RC2 was made. That has been fixed for the next release (and there will be an official art package integrated into mv_core).
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Woolie Wool on June 15, 2010, 05:13:30 pm
I really think this bug (http://scp.indiegames.us/mantis/view.php?id=1888) should be solved before 3.6.12 final is completed.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Iss Mneur on June 16, 2010, 10:54:07 pm
I really think this bug (http://scp.indiegames.us/mantis/view.php?id=1888) should be solved before 3.6.12 final is completed.

I think I have it solved, see the bug report for the link to the build.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: sfried on June 19, 2010, 11:41:23 pm
Just what's the difference between RC2, RC2 SSE, and RC2 SSE2? I'm confused which version to download.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: The E on June 20, 2010, 06:12:23 am
SSE und SSE2 are optimizations for modern Processors. If you have something that is better than a Pentium 4, you can use SSE2 builds, If your CPU is a Pentium 3 or better, you can use SSE builds.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: chief1983 on June 20, 2010, 02:50:04 pm
All Athlons before 64bit I believe were SSE, not SSE2.  So if you have an Athlon XP, or possibly any of the 32bit Semprons, you'd probably need the SSE builds.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: sfried on June 20, 2010, 04:45:18 pm
So I just did a clean install on a new computer and added 3.6.10 Final. Where do I start from there? Do I just dump the post-processing stuff in the data/effects folder or do I still need to insert/remove any additional vps?
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: Jeff Vader on June 20, 2010, 04:59:10 pm
So I just did a clean install on a new computer and added 3.6.10 Final. Where do I start from there? Do I just dump the post-processing stuff in the data/effects folder or do I still need to insert/remove any additional vps?
That... depends on what you want to do. If you just want to get 3.6.10 RC2, download it. It's a build: place it to \freespace2\, select it with the Launcher, done.

If you want to use post-processing, yes: follow the instructions in the first post and place the shaders to the correct place. And hope that your graphics card can understand them (if "new" means "new", there shouldn't be problems in this regard).

If you want to install other stuff, like MediaVPs, install them according to their own instructions. The MediaVPs release thread at the FreeSpace Upgrade Project board contains detailed instructions.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: The E on June 20, 2010, 05:01:46 pm
Also note that post-processing will not work with .10. Only .12 builds can do that.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: sfried on June 20, 2010, 05:56:01 pm
So I just did a clean install on a new computer and added 3.6.10 Final. Where do I start from there? Do I just dump the post-processing stuff in the data/effects folder or do I still need to insert/remove any additional vps?
That... depends on what you want to do. If you just want to get 3.6.10 RC2, download it. It's a build: place it to \freespace2\, select it with the Launcher, done.

If you want to use post-processing, yes: follow the instructions in the first post and place the shaders to the correct place. And hope that your graphics card can understand them (if "new" means "new", there shouldn't be problems in this regard).

If you want to install other stuff, like MediaVPs, install them according to their own instructions. The MediaVPs release thread at the FreeSpace Upgrade Project board contains detailed instructions.
You seemed to have misunderstood: I already have FS2 SCP 3.6.10 Final installed and running. I just wanted to know what additional vps I might need to install aside from the post processing files in the effects folder in order to run 3.6.12 RC2. I saw the front page and there's talk about TrackIR SPC.dll and I'm not sure exactly what to do with that.

I'd assume I could just wait for 3.6.12 Final but I do want to contribute in the bug testing dept.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: General Battuta on June 20, 2010, 06:10:24 pm
Neither 3.6.10 nor 3.6.12 need to be installed. Simply download the 3.6.12 RC2 exe, place it in your FreeSpace folder, and select it in the launcher.

Some features associated with 3.6.12 may require further downloads (like postprocessing.)
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: sfried on June 20, 2010, 07:54:31 pm
Okay, I think I installed everything correctly (I have an Athlon-II) and installed the post-processing effects in the folders. What differences am I suppose to notice?
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: General Battuta on June 20, 2010, 08:02:03 pm
Did you enable post-processing under the experimental features tab in the launcher?
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: sfried on June 20, 2010, 08:36:05 pm
Did you enable post-processing under the experimental features tab in the launcher?
Yes.

I even added the -bloom_intensity value to 100, but so far I'm not noticing anything different.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: General Battuta on June 20, 2010, 08:47:16 pm
Try turning it up to 180.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: sfried on June 20, 2010, 10:32:56 pm
I notice there is a slight corona effect around the sun but I'm not sure if that has been in 3.6.10 or not.

So I was just playing "The Lion at the Door" mission, and the wingmen don't seem to respond to Command after asking how many hostiles.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: General Battuta on June 20, 2010, 10:48:23 pm
What kind of graphics card do you have? Your card may be unable to support post-processing.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: sfried on June 20, 2010, 11:27:52 pm
ATi Mobility Radeon HD 4200 Series
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: The E on June 21, 2010, 04:03:44 am
So I was just playing "The Lion at the Door" mission, and the wingmen don't seem to respond to Command after asking how many hostiles.

Known issue. Read the FSO FAQ (http://www.hard-light.net/forums/index.php?topic=56279.0) for the solution.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: sfried on June 21, 2010, 12:57:41 pm
So I was just playing "The Lion at the Door" mission, and the wingmen don't seem to respond to Command after asking how many hostiles.

Known issue. Read the FSO FAQ (http://www.hard-light.net/forums/index.php?topic=56279.0) for the solution.
I did, and I unpacked the mission pack replacement and the issue still persists.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: The E on June 21, 2010, 01:09:22 pm
Where did you put the missions? They need to be in mediavps\data\missions, putting them in fs2\data\missions does nothing.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: sfried on June 21, 2010, 02:10:48 pm
Where did you put the missions? They need to be in mediavps\data\missions, putting them in fs2\data\missions does nothing.
Ah, I see. Yeah, that solved it.

Does nobody really know what's causing the problem?
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: The E on June 21, 2010, 02:15:46 pm
Well, I certainly don't. There is literally nothing that I could see going wrong, and debug builds were silent on the matter as well. It's just strangeness. If you encounter this issue again, please let me know.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: sfried on June 22, 2010, 12:50:38 am
Which mission really makes the post processing apparent? "As Lightning Fall"?
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: General Battuta on June 22, 2010, 02:08:35 am
You shouldn't have to look for it. If it's working it should be immediately and glaringly obvious.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: sfried on June 22, 2010, 03:10:08 am
It's not working for me, then. :(

I'm pretty sure my graphics card supports Shader Model 3.0 though because it supports up to 4.1.

Are you sure I don't need any additional mediavps? The ones I have are 3.6.10 Final, but I do have the 3.6.12 RC2.exe file in the root directory as instructed.
Title: Re: RELEASE: 3.6.12 Release Candidate 2 (RC2)
Post by: chief1983 on June 22, 2010, 01:52:23 pm
RC3 (http://www.hard-light.net/forums/index.php?topic=70047.0) is out, please double check any issues you've been having and post there.  This thread will now be locked.