Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: chief1983 on July 19, 2009, 02:15:58 pm
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Announcing the immediate availability of FS2_Open 3.6.10.
Previous 3.6.9 Release Thread (http://www.hard-light.net/forums/index.php?topic=44291.0)
3.6.10 is based on SVN's 3.6.10 branch revision 5460. It was split from trunk at revision 5209.
Windows builds were using Visual C++ 6.0, compressed as zip for ease of use and distribution
OS X builds were made using command line xcodebuild on a PowerMac G4 with running Leopard 10.5.7, and Xcode 3.1.2.
Linux builds were made on Debian 32bit using the standard compiler installation*
This includes all previous fixes and fixes several critical bugs in RC3, including:
- Fix for six ships in wing overflow
- +Glide accel multi is now parsed
- Enable more briefing text colors
- Fix for Mantis 1942 (http://scp.indiegames.us/mantis/view.php?id=1942)
- Fix for mod warning system causing drops
- Backport of autopilot CTD fix
- Backport of leaking handle fix
Windows builds were compiled to include both Text-to-Speech and Voice Recognition support**
Don't use Inferno builds unless you're playing Inferno, or TBP, or any other mod with a gargantuan amount of ships
Only works in multi at all with RC2+. Would not suggest using RCs with the final build though. And as always, you can't mix Inferno and non-Inferno builds.
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 whatever you can figure out.
Windows
Regular (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_10.zip)
Inferno (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_10_INF.zip)
OS X
Regular (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.10.dmg)
Inferno (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.10_INF.dmg)
Linux (suggest rolling your own (http://www.hard-light.net/wiki/index.php/Guide_to_FS_Open_on_Linux) using source below)
Regular (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3_6_10.tar.bz2)
Inferno (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3_6_10_INF.tar.bz2)
Source
fs2_open_3_6_10.tgz (http://swc.fs2downloads.com/builds/fs2_open_3_6_10.tgz)
This is not a one-stop shop to make your FSO the prettiest it can be! These are only the FS2_Open executables. If you're starting from a fresh retail or GOG install, you probably want the MediaVPs as well, which should be stickied in a post in the Freespace Upgrade Forum (http://www.hard-light.net/forums/index.php/board,120.0.html). For a full blown install it all solution, you might want to try Turey's FSO Installer (http://www.fsoinstaller.com/).
As always, use Mantis (http://scp.indiegames.us/mantis) for any new bugs, or if you can't activate your account, post here.
Non-comprehensive additions list:
Here's what I've added since 3.6.9
* Multiplayer for Inferno Builds
* Support for nesting of when-argument and every-time-argument
* Added an Assist Score value in FRED so FREDders can give points for assists with capship kills.
* Add Hide Ship Name to the Ship Flags Editor
* Allow goal priorities higher than 89 to be assigned in FRED
* Added the Knock feature from Tom's Old Build, allowing people to tell when someone wants to join a running multiplayer game.
* Allow wingmen to send messages when under friendly fire
* Add support for Network SEXP Variables
Added the following SEXPs
* Query Orders
* Change-player-score
* Change-team-score
* Set-persona
* is-player
* Change-subsystem-name
* Num-assists
* Ship-score
* Player-deaths
* Respawns-left
* Reset-orders
Added the following AI Profile entries (Default values given)
* $Percentage Required For Kill Scale: 0.30, 0.30, 0.30, 0.30, 0.30
* $Percentage Required For Assist Scale: 0.15, 0.15, 0.15, 0.15, 0.15
* $Percentage Awarded For Capship Assist: 0.5, 0.5, 0.5, 0.5, 0.5
* $include beams for kills and assists: NO
* $score kills based on damage caused: NO
* $score assists based on damage caused: NO
* $allow event and goal scoring in multiplayer: NO
And a hell of a lot of bug fixes.
My feature additions to trunk
Added following table options
* ai_profiles.tbl
$prevent turrets targeting too distant bombs: NO
$smart subsystem targeting for turrets: NO
* ships.tbl
+noreplace option to optionally preserve flags when parsing tbms
* weapons.tbl
+override option to optionally override the flags when parsing tbms
* muzzleflash.tbl
+override option to optionally erase the existing 'blobs' from a muzzleflash instead of appending the list
Other...
* Allowed multiple beams to use multiple firepoints in a turret
* added startMission lua function
- TrackIR head tracking support.
- Target Padlock View command added to the Misc Tab of the Command Config. Allows players to fixate their viewpoint on targets or subsystems.
- View acceleration added; Gradually transitions player's viewpoint to the padlock views instead of quickly snapping.
- Customized explosions support for ship classes and ship types. See documentation for fireball.tbl, ship.tbl, and objecttypes.tbl.
- Option for disabling 3d shockwaves
- ai_profiles bypass for requiring that all fighters are equipped with primaries/secondaries
- new FS2NetD2 code (Taylor)
- SLDC (Shield Collision Trees) (Kazan)
- OpenGL fixes (Taylor)
- OpenGL Shading Language (GLSL) - normal maps, etc(Taylor)
- reworked ships lab (Taylor)
- reduced memory footprint (Taylor)
- better multi-format file loading (particularly for music). (Taylor)
- Enhanced Autopilot (building cinematics) (Kazan)
- Fiction Viewer (Goober)
- 'dynamicification' of MAX_PARSE_OBJECTS (Goober)
- Shield/weapon energy regen ship specific, measured in %/sec [Rqst: WCS]
* - This also included using OpenAL Soft (libopenal.so.1) instead of the OpenAL SI (libopenal.so.0), so a symlink creation may be necessary in case it is reported as missing. If you run into this issue (likely on Fedora, maybe others), cd to /usr/lib, and '(sudo) ln -s libopenal.so.0 libopenal.so.1'. Then pester your distro to update its OpenAL package to OpenAL Soft.
** - Voice recognition seems to be working now. I suggest testing the Experimental->Voice Recognition (-voicer) option with windowed mode enabled, which makes it easier to terminate when you have trouble. Post any new information in Mantis and refer to #1906 Mantis report (http://scp.indiegames.us/mantis/view.php?id=1906).
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just a huge thanks to everyone involved in this , for doing it and listening and reacting and making changes when needed......
so 3.6.10 is final , this will unlock quite a few changes for the multiplayer server side which is great , now we can start on 3.6.11
thanks
cc
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Awesome sauce! Gonna try this next week with better time. Also, I've updated all installation instructions (including the noob version at General FreeSpace Discussion) to mention 3.6.10 Final.
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Yay! :yes:
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;-)
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The latest nightly is actually 5468, and as far as I've understood it, the current nightlies are 3.6.11 builds. I'd say that you should use 3.6.10 for a more stable experience.
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More bugfixes than the latest nightly, less new and untested features than the latest nightly.
And I think this needs a highlight/announce.
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Okay, here's the deal. The most recent nightly has more features in it than this.
This is because the nightlies belong to the 3.6.11 branch, which basically consists of 3.6.10 plus whatever the devs have been adding into their own branches.
That does not make 3.6.10 obsolete, it just means that we now have a stable, mostly bug-free version that should be considered the standard until 3.6.11 comes out.
To answer your question more directly, the revision number of this build does not correspond directly to the revision numbers of the nightly builds; as chief, JeffVader and Aardwolf said, this is based off of revision 5209, so it has all the features introduced until then (which are also listed in chief's post), plus a ton of bugfixes.
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;-)
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If you're a developer on a TC or mod that needs the new features you'll probably already be using the 3.6.11 nightlies. Everyone else should be getting this build now.
The release of an official build draws a line in the sand. If you have anything other than this or a 3.6.11 build and have a problem you'll just be told to upgrade to this, you might as well do it now. :p
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I wouldn't even say it has a ton of bug fixes. After the split, things put in 3.6.10 were taken from trunk, and only if they seemed particularly harmless or necessary. There's only about 25 or so commits to 3.6.10 itself after RC2, compared with the over 200 new commits to trunk.
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Thanks, I've been waiting for this for so long... The last official release was in... 2007? Wow :D :pimp:
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might want to fix this one (http://www.hard-light.net/forums/index.php/topic,64496.msg1271862.html#msg1271862) if possible, as it happens also with this release.
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I'm curious - If Inferno builds have multi support, what stops them from becoming the standard? I mean, IIRC, it was the breaking of multiplayer that caused the split into Inferno and Normal builds in the first place - if that's gone, why does the Ship limit remain in normal builds?
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AFAIK it's breaking pilot files.
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Thanks to all of you guys and your hard work.
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This may sound odd, but I can't get the thing to stop using MS Sam or other voices for campaigns without VA. It's somewhat irritating. I tried turning it off, but it ignores me.
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Apply?
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If you're on XP you have to install the other voices with the Mike and Mary pack.
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Open the Launcher, go to the Speech tab, uncheck everything and turn the volume down, and press apply. That should help...
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Already tried turning off the voices and turning the volume down on them, still getting them when I try to play Inferno Alliance for some reason.
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Look at the "Registry" Tab. What Values do the Speech... entries have?
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All read 0
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What OS are you on? If you're using Vista or 7, try running the Launcher with admin privileges, then setting the speech stuff as required, then try again.
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I'm on XP, and I'm logged in as the admin anyways.
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Then do as the chief said:
If you're on XP you have to install the other voices with the Mike and Mary pack.
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Got it.
One question though, why do I have to install additional voices to disable the voices?
Edit: Nevermind, thanks for the help though.
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It's been a long time coming. Congratulations, guys. :)
Now we have the 3.6.10 binaries and Media VPs finalized, all we need is for them to be multiplayer validated and we have us a complete set.
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Currently working on that.
The Co-Op missions can be validated. All the Root_FS2.vp multi-missions can be validated as they are released, though fixed versions won't be bundled with the MediaVP's until 3.6.11, they will have standalone release before then after they are tested.
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Finalized mediavps? Do they have the beam and missile trail fixes?
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Like I'd be able to tell the difference, not once have I had issues with the beams. :P
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AWESOME!
Does this mean that it has more bug fixes than the latest nightly (5452) or is the latest nightly better?
I'm not sure anyone has answered this directly: SVN revisions are chronological across all branches. In this case, the 3.6.10 had one or two small bugs fixed (the autopilot CTD and file handles IIRC), and the commit made it 5450. The bulk of the commits have been going into trunk.
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I want to point out that if the mediavps checksums are built in, I very much hope that the missile trail color patch has made it in, because if it hasn't, the *-wep.tbm I'm using for the sole purpose of making the missiles their proper color will prevent my multi-stats from saving.
The beam fix, while necessary for certain users in order for stuff to look nice (and possibly in order to not get horribly confused in game), does not require a -wep.tbm, and thus I'm pretty sure won't mess with the table validation.
Nonetheless, if there's no chance of a re-release now, then it's a moot point.
For future releases I might suggest an online check of the tables, since the stats are only ever saved using an online system anyway.
Edit: apparently, that's already how it works. Still it'd be nice to see a bit better assessment of the tables/assets, as there are 'cheats' that aren't in the tables, and non-cheats that are. But FUBAR-BDHR has reminded me that, since this is Open Source anyway, anyone who can code can hack it.
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Consider the gray trails the "New Coke" of the MediaVPs.
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I'd rather see upgraded colored trails.
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You mean we have to wait until everyone goes from rage to complacency before you bring the right colors back in 3.6.11?
Edit: In response to Commander Zane, upgrading the trails is a separate thing. Right now, ALL of the non-Shivan missile trails refer to the same image name. Changing that image will change all of them, but they'll still all be the same. The problem is, the only fix is a weapons tbm, and that will prevent stats from saving in multiplayer.
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I just want more different type of beams and laser weaponry :P
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You mean we have to wait until everyone goes from rage to complacency before you bring the right colors back in 3.6.11?
Edit: In response to Commander Zane, upgrading the trails is a separate thing. Right now, ALL of the non-Shivan missile trails refer to the same image name. Changing that image will change all of them, but they'll still all be the same. The problem is, the only fix is a weapons tbm, and that will prevent stats from saving in multiplayer.
Why the hell was that ever decided anyway?
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It was a last-minute change, I'm told, and obviously nobody has come forward and admitted responsibility for it. Although why they don't just use the SVN Blame tool I don't know...
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;-)
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I'm no expert on it but it seems to be the way SVN represents the number of changes since the previous version. Now that doesn't mean the actual number of changes but the number committed. So if you commit 20 files each with any number of changes it's still only one revision. If you look at the svn log it will be easier to understand.
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Excellent job, and a thanks to everyone who worked on this for putting so much work into this.
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Very nice! Now I have a stable campaign and modpack development platform.
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Changelog says that multi-player now works on Inferno builds. Then as far as I know, only two disadvantages remain; can't mix Inferno and normal build in multi-player and new pilot file needed for Inferno build.
If this is true, then wouldn't it be prime time for Inferno build to become the norm, aka standard build in 3.6.11? People can certainly finish unfinished campaigns with 3.6.10 build and then move on to 3.6.11 and create a new pilot file.
Or does Inferno have more disadvantages I'm not aware of?
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It needs a lot more testing. We hit packet limits every once and awhile with the additional ships and weapons.
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High Max: any individual commit, which could involved modifications to any number of files at one time, gets its own revision number. This number is part of the SVN repository as a whole, so any time a commit is made to any branch, trunk, or tag change, the number is incremented. That's why I also mentioned the revision where the 3.6.10 branch was split from trunk, as it has more in common with that revision number than the latest trunk builds.
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Nice to see this thing released. :)
As for the missile trails: I must admit, I prefer the grey trails over the colored ones since I got used to them.
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This is real right? Just wap isn't showing a link. . .
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/me fires his LRABeam.
(http://v4belg.blu.livefilestore.com/y1pV9UWeuAlNfIjKrKjntyNYDtIozgzX0sHg_V_edytfMuh-DUCjmeiuUwHkeWE3UwlWupGOvQsfk4Vpo8864D7HA/LRAYeah.png)
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Can't see the beam on wap sorry :p
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Is this Turey's birthday present?
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Hehehe, I drifted from the forums for 6 months, the day i return is the day after the release :D
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Though this a release thread for the executable, as there are questions related to the MediaVP's, I'll answer them here.
Grey missile trails were of my doing and were obviously a mistake. Rectified for the re-release happening soon. Same with fixed shivan beams, complete MV_Music, no ship Class designators as part of the HUD name and anything else that got noticed and fixed since the original release.
The list is extensive enough and the concern for multiplayer validation great enough that it was decided to simply re-release rather than deal with the issues of a multi-level patch that would just end up overly complicating things even more.
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Thanks to everyone who put their time into this. :yes: Great to see it released. :)
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Newsified for massive exposure. Thanks for all the hard work, guys. :)
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Downloaded :D
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SF-Junky's mod problems moved to its own topic.
http://www.hard-light.net/forums/index.php/topic,64549.0.html
Pizzi1's performance problems moved to its own topic.
http://www.hard-light.net/forums/index.php/topic,64555.0.html
Launcher 5.5e resolution problem moved to its own topic.
http://www.hard-light.net/forums/index.php/topic,64557.0.html
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Nice, but...
An Error Has Occurred!
The topic or board you are looking for appears to be either missing or off limits to you.
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http://www.hard-light.net/forums/index.php/topic,64549.0.html
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I'll bring this up (http://www.hard-light.net/forums/index.php/topic,64496.msg1271862.html#msg1271862) again since I can't get mantis to register me.
sorry if it's already being checked, but I didn't find it on mantis with the SCP account, still I'm not even sure if it's a build error or a fred/mission error anyway but, might want to check it.
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Brilliant work fellas and congrats on the release - many thanks for the extraordinary the effort you've all put in! :D
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Rodo: Support forums next time - this is the release thread!
The real problem here is that there is a function that looks to see where the string can get split. In the example case you attached, there's nowhere the string can get split (it's all effectively one word), so the function gives up and says to the message rendering code 'here's the string', but doesn't tell it that it couldn't split the string. Then the message rendering code tries to get the next line to render (if there's nothing left of the string in question, it says 'nothing left'!), but because it couldn't split it previously, it just returns the string again, and again, and again, and you end up locking up.
If this still occurs with a string with spaces or newlines in it or this is something you need for a mod, I'll look more closely, but this is a real edge case for that system, and the spaces solution is as good as any to use (and what is expected by the code).
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You know. . .i don't think I ever used a 1.0 build. :) curious. Any still lurking about?
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What was that like? :lol:
I want to see the older MediaVP builds, the ones before 3.6.8 Zeta, I think that was the first one I ever used.
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Rodo: Support forums next time - this is the release thread!
ups.. sorry, will do next time.
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What was that like? :lol:
I want to see the older MediaVP builds, the ones before 3.6.8 Zeta, I think that was the first one I ever used.
I think when I joined the community it was back in the early 3.5 days, and I don't think that there were any officially bundled media VP packs available. I joined in the summer before HTL was introduced.
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You know. . .i don't think I ever used a 1.0 build. :) curious. Any still lurking about?
Sure you did. You used a 2.0 as well.
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Thanks to the whole team for all the hard work over these years.
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A big congratulations and thank you to the SCP team. Speech! Speech!
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Speech! Speech!
The quick brown fox jumps over the lazy dog 1 234 567 890 times. Soif (http://upload.wikimedia.org/wikipedia/en/b/bb/MS_Sam.ogg)
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Launcher 5.5e has been fixed, and is now available in the first post.
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As always a HUGE thanks to all the community for your hard work.
Man after more than 10 years i am still playing freespace with the same pleasure thanks to you guys :yes:
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Congratulations, and thank you!!! This is amazing work, that's really all that needs to be said.
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Congratulations, and thank you!!! This is amazing work, that's really all that needs to be said.
Signed. Thank you for this amazing project!
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Sweet downloading now....
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About that "Hide Ship Name" flag: Is there any way to let the ship name show up during a mission? If yes, I can't find an according sexp.
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I don't think I added a SEXP for that but adding one to 3.6.11 builds would be child's play.
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That could be useful in discovering uncharted jump nodes during a mission (like in INFR1), or when the GTVA Colossus jumps in above Enif Station in The Sixth Wonder (only Command knew what that massive warship was back then).
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Congratz everyone :yes:
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Awesome job guys!
But, I've got to ask, for your Linux binaries, how did you build those? Cross-compiled using Cigwin or MinGW GCC or on a working Linux box?
I mean, I tried to run those, but it said that I was missing the dependency of ld-linux. Based on my googling, I found out that this development library was long deprecated to the advantage of Glibc.
Anyway, I've been able to build my own binaries, and they work well, thanks guys!
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On a working Debian box. Seemed to be working ok for a lot of people. No way I'd be using Cygwin/MinGW for actual Linux binaries probably.
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Ok, then it might be because I'm running Fedora... or using a 64-bits kernel. Anyway, it's good to know Linux binaries are real Linux binaries.
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Windows 7 x64 build build 7600 and this "final" 3.6.10 does not work.
I just get a black screen with a mouse pointer, in the backgrouns is opening Windows Voice, with is waiting for me to configure it... once i finished the game just gives a failed to load resource...
It was working fine with the beta CVS...
I tryied running the debug build but it does not make any log...
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It was working fine with the beta CVS...
Do you mean one of the RCs?
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yes... but i dont remember with one...
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I'm running it on windows 7 7600 RC build without issue, however I am running the 64-bit version
However at first, the game was locking up on me mid-game but updating my nvidia video drivers cured that (as well as a shut down issue I was having)
hip63 :p
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I'm running it on windows 7 7600 RC build without issue, however I am running the 64-bit version
However at first, the game was locking up on me mid-game but updating my nvidia video drivers cured that (as well as a shut down issue I was having)
hip63 :p
64bit version of SCP or 64 bit version of windows? - I'm pretty sure we've still got a few steps to go before we can compile a 64bit SCP edition (under windows - the linux version works now!).
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It's great to see this. And like many others already said: A big THANKS for all the work put into it! :cool: :yes:
A quick question, though: Does it still need an admin account for playing? (on WinXP) :confused:
(at the moment, I don't have openAL installed, so it'll be a bit till I can test it myself)
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Yeah you still have to be able to write to HKEY_LOCAL_MACHINE for registry info. We're looking into changing that for the next one though.
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I dont know, what i know is, when i use the 3.6.10 final i just get a bkack screen with a windows cursor mouse and windows voice reconigtion is launched on the background. yet again, nothing happens.
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The voice recognition should only be called if you've turned on voice recognition in the launcher/command line. I've never seen it come up otherwise, but always when it's on.
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Greetings,
Can someone re-upload those *.exe files? Present source is unavailable :sigh:
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/me fires an BABeam at michello.
(http://nila2w.blu.livefilestore.com/y1pYxD5_rJ3LgEbeD3caEg2FthX3uFFIwk-6EedfjqlF6G0rOuJhTJR8sYwTI_6iAz7IJ9vm-BDHMDv3yb-IaXOsQ/WelcomeAncient.png)
It was up a few hours ago. Try checking it again later.
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Still getting an error... All files rdy to play... Except this one :(
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http://www.mediafire.com/?aymjzm345ae
Package contains all the 3.6.10 Final executables, as well as the Launcher.
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Server's working fine for me. Is there a particular link or all of them having problems?
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All of them. However, the downloads are fine now.
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It's always nice to see an update for the Freespace 2... Now that the bug with the ATI cards has been fixed, it's time to play Freespace once again!
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Thanks guys for all your work!
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Hot damn, thanks for all the hard work guys. I'm excited to give FS2 yet another go! :yes:
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Hi everyone...
I have recently bought Freespace 2 from GoG abd dowloaded everything here as you say. Same for the openall and everything.
But I have a very stupid problem: once all is downloaded and installed...how I activate it, how do I use the modding and can play the new missions ?
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Okay, if you have really downloaded it all, unpacked it, and put it in the right place according to the installation instructions, you should have everything you need. You just need to start the FS2Open Launcher, click on the browse button to select a fs2open executable, make any settings required in the Launcher, and hit the Launch button.
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I cannot believe that username was only just now taken.
:welcome:
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Click on the Launcher.EXE file in /FreeSpace2. Click on the "Browse" button at the top and select fs2_open_3_6_10.exe. Read the link in my sig on how to make FSO pretty, and then play.
Have fun and welcome to the community!
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I cannot believe that username was only just now taken.
How about n00b or NOOB or noob or n00|3? :drevil:
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I'm getting a lot of game crashes during loading between missions.
is their a fix or feature that should be disabled...... it will be loading the next mission and suddenly I see the windows desktop cursor instead of the custom Freespace one.
then it notify's me the game has had an issue and has to be shut down.
it's so bad now that I can't load in any additional missions.
happened just after the Ravana introduction mission.... the next one would likely have been the one where I had to fly a bomber and destroy it.
I've also had a crash while customising my ship and wingmates ships but I've always had some trouble if I spent too much time doing it and if you do it fast enough it doesn't repeat.
the OS is fully patched Vista 64 premium I've tried compatibility and the result is the same, if I change the launcher to no mods the game loads fine.
my system is an Intel C2D, on an Asus P5q motherboard, 4 gb's of G-skill, a 3870 512mb video card, integrated sound, 3 LG DVDrw's, 80gb raptro and a 470 PC power and cooling psu.
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Select a debug build in the Launcher (named fs2_open_3_6_10d.exe), run it with mediavps enabled, and even if it doesn't crash, post the fs2_open.log from the data folder here (or better, in the support forum).
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once I completed the mission going unmodded I've been able to relaunch the game modded in following missions.
I'll try and replay the mission and see if something odd happens.
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I'm getting a lot of game crashes during loading between missions.
is their a fix or feature that should be disabled...... it will be loading the next mission and suddenly I see the windows desktop cursor instead of the custom Freespace one.
then it notify's me the game has had an issue and has to be shut down.
That's not a crash, it's a hang. Learn the difference, because those two problems are very different.
Your problem might be caused by loading a ship or model that takes a long time to process. If that's the case, you need to just be patient and wait. Force-quitting the FreeSpace process is only going to make it worse.
The model will only take a long time to load the first time it's loaded. On subsequent loads it will load at regular speed.
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Goob, it can be a bit difficult for a new user to tell the difference between the two, considering it's even popping up a crash-like dialog box. But he's right, if you let it continue what it's doing it will probably finish and continue on.
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Hey all,
I'm updating my FS2 install. Is the sdr1119.vp still needed?
Cheers and (a late) happy new year to all.
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No, the shaders included in that one are part of the mediavps now.
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so basically I can't use the 3.6.12 INF build?!?
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Um...where would you get that idea? And perhaps more pressingly, why/how did you dig this thread up? This is the previous official SCP release, from a solid two years ago. The fact that it hasn't been posted in for 18 months should have provided a bit of a clue that any info in it is very much out-of-date. 3.6.12 is the most recent official release (3.6.14 is apparently about to start the release process), so until you hear otherwise, that's what you should be using.
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oh woops. sry. so use the Inferno build. I thought I saw in the thread you shouldn't. but i guess it's hard to argue with 2 years old. I'm just BARELY starting to trying applying the mods myself, so I'm just asking questions to figure it out.
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Inferno Builds are the only type that are released now, you don't have much choice in that regard anymore.
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k, long as there isn't any issue with mediavps 3.6.10. I just wanna be able to play again. this game make my blood race X-D