Author Topic: Release: 3.6.18 Final  (Read 26443 times)

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Offline chief1983

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Release: 3.6.18 Final
After finding an egregious game balance bug in 3.6.16, we are happy to release 3.6.18 Final based on revision 9546.  Hope it's a bit more usable this time!
Previous 3.6.16 Release Thread

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

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

Launchers, if you don't have one already:
All platforms:  wxLauncher (ongoing project for a unified launcher)
Windows:  Launcher 5.5g (Mirror) (Mirror) (Mirror) Not compatible with Windows 8, use wxLauncher above
OS X:  Soulstorm's OS X Launcher 3.0
Linux:  YAL or by hand or whatever you can figure out.

Known issues:
  • The now-standard Inferno builds have trouble converting retail pilots.  You might experience crashes.  Post logs.
  • See the list of Fix for next release bugs - mark a bug as an elevated priority (high, urgent, immediate) to get it included in that filter.
  • Here is the filter for Target 3.6.18 bugs.


WINDOWS Builds
Compiled on MSVC 2008

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

fs2_open_3_6_18.zip (Mirror) (Mirror)
This one is based on the SSE2 Optimizations from the MSVC Compiler.
MD5: 0b14d4f2fcbf299f33256ffb8d9e02ec

fs2_open_3_6_18_SSE.zip (Mirror) (Mirror)
This one is based on the SSE Optimizations from the MSVC Compiler.
MD5: 4d0c8e43b0d993eff162056658c27925

fs2_open_3_6_18_NO-SSE.zip (Mirror) (Mirror)
MD5: 3223ff295be7ef9f2c2b82b4ebe8bfe8

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


OS X Builds
Compiled on Xcode 3.2.6

Inferno Build
FS2_Open-3.6.18.dmg (Mirror) (Mirror)
MD5: bb457ac2990740b91ba966bd16d4fb5e


LINUX Builds
Compiled on Ubuntu 12.04 LTS 32bit

Inferno Build
fs2_open_3.6.18.tar.bz2 (Mirror) (Mirror)
MD5: 73ee1c8a34069c0a6acf041a605b9b27


FREEBSD Builds (experimental, limited support)
Compiled on GhostBSD LXDE 3.0 RC2 32bit

Inferno Build
fs2_open_3.6.18.tar.bz2 (Mirror) (Mirror)
MD5: 2e4f40397b72d66952cdc479baf8a37e

Source Code Export
fs2_open_3_6_18_src.tgz (Mirror) (Mirror)
MD5: de235c178b8643da5bbecf6765c987d3


Changelog since 3.6.16:
Code: [Select]
------------------------------------------------------------------------
r9516 | Goober5000 | 2013-01-30 02:08:53 -0600 (Wed, 30 Jan 2013) | 2 lines

no, silly Volition programmer, that's handled elsewhere
(fix Mantis #2783)
------------------------------------------------------------------------
r9520 | karajorma | 2013-02-01 23:19:04 -0600 (Fri, 01 Feb 2013) | 1 line

FUBAR's fix for Mantis 2778 (Game_skill_level goes out of range and causes crashes) with some changes by me.
------------------------------------------------------------------------
r9522 | The_E | 2013-02-03 11:07:06 -0600 (Sun, 03 Feb 2013) | 2 lines

Fix a bug caused by an oversight during refactoring. It should be noted that this wouldn't have happened if this code was using normal scoping in for loops (for (int i = 0.....)) instead of having the loop counter be declared in the outer scope.

------------------------------------------------------------------------
r9523 | Goober5000 | 2013-02-04 22:33:09 -0600 (Mon, 04 Feb 2013) | 1 line

don't crash when doing debug stuff
------------------------------------------------------------------------
r9524 | Goober5000 | 2013-02-08 02:27:25 -0600 (Fri, 08 Feb 2013) | 1 line

don't throw errors for missing skybox models... we just won't display the skybox
------------------------------------------------------------------------
r9525 | Echelon9 | 2013-02-08 17:14:11 -0600 (Fri, 08 Feb 2013) | 1 line

Revise Xcode4 project file to support recommended settings of the current Xcode 4.6 release
------------------------------------------------------------------------
r9526 | Echelon9 | 2013-02-08 17:28:51 -0600 (Fri, 08 Feb 2013) | 1 line

Resolve uninitialised value warnings in load_gauge_warhead_count()
------------------------------------------------------------------------
r9527 | niffiwan | 2013-02-08 20:06:23 -0600 (Fri, 08 Feb 2013) | 1 line

Fix for mantis 2785: when unpausing sounds, use the previous volume, not the detault
------------------------------------------------------------------------
r9528 | Goober5000 | 2013-02-09 19:42:33 -0600 (Sat, 09 Feb 2013) | 1 line

might as well remove this unnecessary temporary variable
------------------------------------------------------------------------
r9529 | The_E | 2013-02-10 04:14:08 -0600 (Sun, 10 Feb 2013) | 2 lines

Patch for Mantis 2788: Difficulty-based damage scaling does not work

------------------------------------------------------------------------
r9530 | The_E | 2013-02-10 16:06:28 -0600 (Sun, 10 Feb 2013) | 2 lines

Followup for 2788: Fix potential issue while looping through subobjects.

------------------------------------------------------------------------
r9533 | Echelon9 | 2013-02-16 00:18:55 -0600 (Sat, 16 Feb 2013) | 1 line

Further spelling fixes, inspired by bugmenot's Mantis 2794
------------------------------------------------------------------------
r9534 | niffiwan | 2013-02-16 03:23:23 -0600 (Sat, 16 Feb 2013) | 2 lines

Fix for mantis 2786: from Yarn - make +Main Hall: always override +Flags:
i.e. so retail-compatible campaigns can use the second main hall in retail and a different main hall in FSO
------------------------------------------------------------------------
r9535 | The_E | 2013-02-16 14:56:33 -0600 (Sat, 16 Feb 2013) | 1 line

From AMS: Fix for Mantis 2293: Destroyed/departed AI showing up as present in wingmen display.
------------------------------------------------------------------------
r9536 | The_E | 2013-02-17 08:33:14 -0600 (Sun, 17 Feb 2013) | 1 line

Removing the -nowarn commandline argument. The encouragement of bad habits is a serious bug.
------------------------------------------------------------------------
r9537 | Goober5000 | 2013-02-17 22:04:12 -0600 (Sun, 17 Feb 2013) | 1 line

follow-up to revision 9127: that commit breaks FSPort (causing part of the nameplated Orions to be translucent), so let's just check that "nameplate" is the entire texture name
------------------------------------------------------------------------
r9538 | m_m | 2013-02-19 09:22:46 -0600 (Tue, 19 Feb 2013) | 1 line

Fixed scripting issue with wrong type conversions.
------------------------------------------------------------------------
r9539 | Zacam | 2013-02-19 22:46:52 -0600 (Tue, 19 Feb 2013) | 1 line

Follow up to r9536: re-instate -no_warn, but put it behind a compiler level #ifdef flag to enable the ability to use it. And if you don't know how to do that, you have no business using it.
------------------------------------------------------------------------
r9540 | Goober5000 | 2013-02-19 23:35:00 -0600 (Tue, 19 Feb 2013) | 1 line

fix Mantis #2796 (capships always have an EMP time of 7.5 seconds) by adding a weapon flag to allow the full value of emp_time to be used
------------------------------------------------------------------------
r9542 | Goober5000 | 2013-02-22 00:13:37 -0600 (Fri, 22 Feb 2013) | 2 lines

proper movement of ships attached to other ships
fixes Mantis #2787
------------------------------------------------------------------------
r9544 | karajorma | 2013-02-26 23:38:46 -0600 (Tue, 26 Feb 2013) | 1 line

Fix Mantis 2797 (Ship Loadout shouldn't remember the previous settings if the mission has changed)
------------------------------------------------------------------------
« Last Edit: April 19, 2013, 05:12:01 pm by chief1983 »
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Offline Mongoose

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Re: Release: 3.6.18 Final
Woo for bugfixes!
Prepare for Descent...

 

Offline Luis Dias

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Re: Release: 3.6.18 Final
Whaaaaaaaaa??????

 

Offline General Battuta

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Re: Release: 3.6.18 Final
This was the right call, 3.6.16 was pretty ****ed.

 

Offline Apollo

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Re: Release: 3.6.18 Final
Did you also fix the bug that ruins the AI's subsystem targeting ability?

EDIT: Know you fixed it in nightlies... but didn't see it in commits.. :nervous:
« Last Edit: March 01, 2013, 03:53:28 pm by Apollo »
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Offline chief1983

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Re: Release: 3.6.18 Final
The fix for that bug (#2780) was in r9512, which was included in 3.6.16 already, and it should therefore be fixed in this one as well :)
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Apollo

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Re: Release: 3.6.18 Final
Ok thanks.
Current Project - Eos: The Coward's Blade. Coming Soon (hopefully.)

 

Offline niffiwan

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Re: Release: 3.6.18 Final
So - was this released before midnight on the 1st March?  Does Axem need to update the newsletter... again...  :nervous:    :D
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Online Dragon

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Re: Release: 3.6.18 Final
Depends on where you are. It's 2 hours into 2nd March here.

 

Offline technopredator

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Re: Release: 3.6.18 Final
Thanks.

 

Offline Penfold

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Re: Release: 3.6.18 Final
As a hardware head, I'm not the most astute when it comes to various software "changes".
So I ask...what will (or will not) work with version 3.6.18???
There are many campaigns that still state they work with versions 3.6.9, 3.6.10 or 3.6.12. There are also campaigns that state they have been tested with (or up to!) certain versions (3.6.14 especially, and a few with 3.6.16).
Must campaigns be "upgraded" to work with later FS2O versions as they arrive....do they "automatically" work with newer FS2O versions??
I do not mind being the village idiot......so, I would appreciate some insights....from any/every one!!!

OK....lay it on me!

Penfold
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Offline General Battuta

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Re: Release: 3.6.18 Final
As a hardware head, I'm not the most astute when it comes to various software "changes".
So I ask...what will (or will not) work with version 3.6.18???
There are many campaigns that still state they work with versions 3.6.9, 3.6.10 or 3.6.12. There are also campaigns that state they have been tested with (or up to!) certain versions (3.6.14 especially, and a few with 3.6.16).
Must campaigns be "upgraded" to work with later FS2O versions as they arrive....do they "automatically" work with newer FS2O versions??
I do not mind being the village idiot......so, I would appreciate some insights....from any/every one!!!

OK....lay it on me!

Penfold
Death From the Crease

In general - and yes, this statement doesn't always hold, but in general - anything that worked on an older version of FSO will work on the newest version.

 

Offline Goober5000

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Re: Release: 3.6.18 Final
So - was this released before midnight on the 1st March?  Does Axem need to update the newsletter... again...  :nervous:    :D
That is what we need to do... time our SCP releases so that Axem always has to go and update his newsletter. :lol:
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Offline X3N0-Life-Form

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Re: Release: 3.6.18 Final
I don't use that word very often but ... that's evil!

 

Offline MatthTheGeek

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Re: Release: 3.6.18 Final
It's just so they can blame Axem for being too impatient and releasing his newsletter too early.

There can't be anything evil in blaming Axem.
« Last Edit: March 03, 2013, 12:02:03 pm by MatthTheGeek »
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Offline Penfold

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Re: Release: 3.6.18 Final
General Battuta,

Thank you!
Back in the saddle again...!

Penfold
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Offline Spoon

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Re: Release: 3.6.18 Final
I see SCP is following in the steps of Firefox  :p
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Offline Woolie Wool

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Re: Release: 3.6.18 Final
If we were it would be 18.3.6. :P

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Offline Valathil

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Re: Release: 3.6.18 Final
I see SCP is following in the steps of Firefox  :p
I call for renaming to Source Code Foundation
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Offline Luis Dias

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Re: Release: 3.6.18 Final
You'd actually need a foundation to do that.