Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: taylor on October 28, 2007, 02:38:24 am

Title: 2007-10-28 stable branch (Xt version)
Post by: taylor on October 28, 2007, 02:38:24 am
I wasn't really wanting to release this sort of build so soon, but so much has been changed/fixed over the past week that I wanted to get it out a bit earlier than originally intended.  This will likely be the last public build from me for a couple of weeks though.

Windows build (http://fs2source.warpcore.org/exes/latest/taylor/20071028-win32.rar)
Linux build (http://fs2source.warpcore.org/exes/latest/taylor/20071028-linux32.tgz) (32-bit, binaries only)
OS X build (http://fs2source.warpcore.org/exes/latest/taylor/20071028-osx.tgz)

Source tarball (http://fs2source.warpcore.org/exes/latest/taylor/fs2_open-20071028.tar.bz2)


Basic changelog:

Title: Re: 2007-10-28 stable branch (Xt version)
Post by: ARSPR on October 28, 2007, 06:37:50 am
Great Taylor  :yes: :yes:

Till now, the strange background and loading screen issues seem gone like the pilot "corruption" ones.

But the 2D laser bitmap issue (http://www.hard-light.net/forums/index.php/topic,50163.msg1015283.html#msg1015283) is still present. I upload a simple test mission (which AGAIN uses Blue Planet MOD).

OTOH, what I really wanted to test with this mission was Missionary engine glows. As you can see in the also attached F3 screenshot, you can see them from (nearly) every direction as if the hull were transparent. I suppose it is just a defective pof and not a engine bug but please take a look if you can (it surpasses my knowledge about FS2).

[attachment deleted by ninja]
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: DaBrain on October 28, 2007, 03:26:05 pm
Looks like there is some pretty neat stuff in that build.

I'll test it. ;)

Btw "vertex-color"? Now I'm curious.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: taylor on October 28, 2007, 05:00:51 pm
Btw "vertex-color"? Now I'm curious.
That's just the old-school vertex coloring.  Only a couple things in the code still use it at this point.  I mean, it's been broken for almost 6 months now and I no one (not even me) noticed it until now, so that tells you how much of the code makes use of it.  Mostly it's just used in non-HTL mode for applying lighting to models.

I did use the same thing for one of the initial normal map implementations, and I plan to add much improved support for it later on for extra lighting effects (since we would get those added effects without the need for a separate render pass).  For instance, we could use this old vertex coloring for lighting up models which are far away, and real lighting for models close up.  That would give us both maximum performance and maximum quality. It could also be used for lighting terrain, or anything else that needs lighting effects, but doesn't necessarily need the quality that real lights provide.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: wdarkk on October 28, 2007, 05:45:51 pm
Huh. For some reason Safari forgot to tell me "YOU DOWNLOADED A PROGRAM FROM THE INTERNEST OMG VIRUSSSSS!!!!1!"

Anyway, I'll take a look and see if this finally kills the damn ATI x1900 problems (DIE DIE DIE).

PS - I think the bugs I was having earlier regarding mod dependencies were with the launcher.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: wdarkk on October 28, 2007, 05:53:21 pm
WHOA.

Now EVERY ship has the problem. Or at least, all the ones I've tested so far.

Edit: Dangit, didn't get the screenshots properly. I'll edit them in in a bit. Anyway every ship I've tested so far is invisible except for glows.

Edit2: Printscreen/F13 doesn't seem to be taking screenshots.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: taylor on October 28, 2007, 06:16:29 pm
I added a little extra debugging info in there for OpenGL problems.  If you don't already have one, create a ~/Library/FS2_Open/data/debug_filter.cfg file, with at least "-parse" in it.  Then run a debug build and send me the fs2_open.log file.  Hopefully that will help point out what/where the problem might be.

You could also try running with the -no_glsl cmdline option, just in case you are having some strange GLSL issue.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: wdarkk on October 28, 2007, 06:35:30 pm
I think the launcher is messing with my settings, but I'm not 100% because I forgot a bunch of stuff about how the ini and cfg files worked since last time.

This does fix all the problems except the old ones (and the nebula/background problem I've had in every xt build is still there).
Btw what's the difference between "+Parse" and "-parse" in the debug filter cfg?



[attachment deleted by ninja]
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: taylor on October 28, 2007, 06:55:09 pm
Btw what's the difference between "+Parse" and "-parse" in the debug filter cfg?
It's not case sensitive, so the two are basically identical.  The important part is the +/-, which means that this particular debug info will be directed to the log (+), or that it will be suppressed (-).  The parse info is totally useless 99% of the time to 99.999999% of the people who use the game.  If it wasn't disabled then your log file would easily be several times larger than it is now.  Anything that you don't specifically "-" in that cfg file will default to enabled, so that's why I said to add at least that line. :)


But, the log did point out a couple of things, so I'll start looking into that when I get back home later tonight and see what I can come up with.  I'll likely get you another test build to try and narrow down the exact line that OpenGL is having trouble with.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: wdarkk on October 28, 2007, 07:00:49 pm
Here's hoping we can kill this bug once and for all. BTW to clarify what I said before, something I/the launcher did (not sure what, since the launcher messed with my settings a bit) fixed the new problems, so we're back to the old problems now.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: taylor on October 28, 2007, 07:55:22 pm
Here's hoping we can kill this bug once and for all. BTW to clarify what I said before, something I/the launcher did (not sure what, since the launcher messed with my settings a bit) fixed the new problems, so we're back to the old problems now.
I wasn't completely clear on that, but figured that was what you meant.  I've been meaning to get with Soulstorm about the status of the OS X launcher, given the number of strange bugs that appear to be related to it lately, so that we can sort that stuff out.  I know that he was having trouble getting anything to commit at one point, but I'm pretty sure that problem was fixed on our side but I never heard one way or the other from him (that I can remember anyway).

I did PM you a build link to test with.  Hopefully that will get us on the right track to getting this crap fixed once and for all. :)
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: ARSPR on October 29, 2007, 03:03:05 pm
In 10-22 build I posted a possible defective driver with Vista 32bit + 8800 GTX + ForceWare 169.01 (link here (http://www.hard-light.net/forums/index.php/topic,50163.msg1015420.html#msg1015420))

Well I've just tried with 169.02 and it's exactly the same. Moreover it really doesn't matter if GLSL is on or off. General rendering is just FUBAR. Take a look at this Herc II special chess version (you may need to adjust gamma for a brighter seeing)  :lol: :lol:

I hope, nVidia fixes it ...

EDIT: Another thing that can be a bug. Look that in the screenshot from F3 lab, menus don't appear (ships, render options, class variables ...). This also happens with "functional" drivers. Is this a design criterion? or is it a bug?

[attachment deleted by ninja]
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: taylor on October 29, 2007, 05:47:27 pm
In 10-22 build I posted a possible defective driver with Vista 32bit + 8800 GTX + ForceWare 169.01 (link here (http://www.hard-light.net/forums/index.php/topic,50163.msg1015420.html#msg1015420))
Does the debug log show anything about the shaders not working?  I don't know that I'll do anything about it even if there are warnings/errors, since NVIDIA has broken GLSL before and then later fixed it.  But I can give it a look at least.

Regarding the missing resolution though: out or our hands.  The code merely lists what the drivers advertise, and if something is missing, it's because the driver says that it's not supported.  I assume that this is just a driver bug though.

Quote
EDIT: Another thing that can be a bug. Look that in the screenshot from F3 lab, menus don't appear (ships, render options, class variables ...). This also happens with "functional" drivers. Is this a design criterion? or is it a bug?
Yep, known bug.  I does save the screenshot with the FPS counter and the POF filename though, which is really all that I've ever been interested in, so I have been rather hesitant to fix it.  I have to say that I'm happy to leave it broken, but it is on my todo list to fix (though it's waaaaaaay at the bottom ;)).
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: ARSPR on October 30, 2007, 10:56:58 am
nVidia people are in rush hour. Today we have 169.04 which still doesn't work and also has missing resolutions (Taylor, confirmed that Windows Desktop doesn't have those resolutions either).

The debug spew with debug build is:

Code: [Select]
...

Initializing OpenGL graphics device at 1024x768 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 8800 GTX/PCI/SSE2
  OpenGL Version    : 2.1.2

  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".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  b-vert.sdr / b-frag.sdr ...
  Shader failed to link...
Link info
---------
Vertex attribute output count exceeds hardware limits.
  Shader in_error!  Disabling GLSL!
  Max texture units: 4 (4)
  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.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors

...

 :mad: Returning to 163.75 AGAIN
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Marcus Vesper on October 30, 2007, 02:13:40 pm
I'm getting a minor graphical oddity when I bring up the screen to quit an active mission, or the screen to exit the main hall.  The cursor essentially starts acting like I have mouse trails enabled on a laptop, only it's just drawing static copies of itself wherever you move it to.

VERY minor, since the only time this happens is when a window is opened on top of an existing screen instead of opening full screen, and I think the 2 exit screens are the only example of that behavior.  It goes away if you cancel out of those screens, and of course if you're bringing them up in the first place you're probably not going to be looking at it for long. :)

The 10/22 build didn't do this, and I haven't changed any settings or other files besides setting the launcher to use the 10/28 build.  Again, I don't think it's particularly important and if it stayed that way forever it wouldn't be a problem, but it certainly can't hurt to tell you (and it might be easy to fix).

Back to lurking I go.

Title: Re: 2007-10-28 stable branch (Xt version)
Post by: MP-Ryan on October 30, 2007, 11:48:22 pm
CRRRRRAAAAASH!

This commandline series causes the program to crash on launch.

C:\StrcApps\FreeSpaceOpen\fs2_open_3_6_10-20071028T.exe -mod Mods\mediavps -spec -glow -mipmap -nomotiondebris -normal -img2dds -no_vsync -cache_bitmaps -targetinfo -rearm_timer -ship_choice_3d -snd_preload -fps

EDIT:  Narrowed it down to either of the glowmaps or normal maps flags. (that is, if either is selected it crashes).  I have the normal maps installed.  My video card is a Radeon 9500Pro, so it SHOULD have GLSL support.  However, if I use your no_glsl flag, FSO runs normally... so perhaps this video card doesn't actually have support for that technology even though it says it does.  I'm running the latest Catalyst drivers too.

Very confusing.  And because the game crashes before even launching, I'm not getting an error log from FSO.  I do have the windows log, so I'm attaching it for your reading pleasure.

EDIT2:  AHA!  I got a debug spew.  Here it is:

==========================================================================
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: 3.6.10
Passed cmdline options:
  -mipmap
  -glow
  -nomotiondebris
  -spec
  -normal
  -cache_bitmaps
  -img2dds
  -no_vsync
  -dualscanlines
  -rearm_timer
  -targetinfo
  -ship_choice_3d
  -snd_preload
  -mod Mods\mediavps
  -fps
Building file index...
Found root pack 'C:\strcapps\freespaceopen\Mods\mediavps\LSNebPlusFS2Missions.vp' with a checksum of 0x775e7c1b
Found root pack 'C:\strcapps\freespaceopen\Mods\mediavps\mp-710_effects.vp' with a checksum of 0xe22bdcc2
Found root pack 'C:\strcapps\freespaceopen\Mods\mediavps\mp-710_models.vp' with a checksum of 0x20b9069a
Found root pack 'C:\strcapps\freespaceopen\Mods\mediavps\mv_core.vp' with a checksum of 0xb6cb1f6a
Found root pack 'C:\strcapps\freespaceopen\Mods\mediavps\mv_effects.vp' with a checksum of 0x1986a43c
Found root pack 'C:\strcapps\freespaceopen\Mods\mediavps\mv_models.vp' with a checksum of 0x2f8a711a
Found root pack 'C:\strcapps\freespaceopen\Mods\mediavps\mv_music.vp' with a checksum of 0xcca92482
Found root pack 'C:\strcapps\freespaceopen\Mods\mediavps\mv_textures.vp' with a checksum of 0x2c43a80e
Found root pack 'C:\strcapps\freespaceopen\Mods\mediavps\nm_test.vp' with a checksum of 0x85a84b5b
Found root pack 'C:\strcapps\freespaceopen\FS2cutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\strcapps\freespaceopen\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\strcapps\freespaceopen\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\strcapps\freespaceopen\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\strcapps\freespaceopen\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\strcapps\freespaceopen\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\strcapps\freespaceopen\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\strcapps\freespaceopen\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\strcapps\freespaceopen\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\strcapps\freespaceopen\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\strcapps\freespaceopen\Mods\mediavps\' ... 45 files
Searching root pack 'C:\strcapps\freespaceopen\Mods\mediavps\LSNebPlusFS2Missions.vp' ... 198 files
Searching root pack 'C:\strcapps\freespaceopen\Mods\mediavps\mp-710_effects.vp' ... 91 files
Searching root pack 'C:\strcapps\freespaceopen\Mods\mediavps\mp-710_models.vp' ... 31 files
Searching root pack 'C:\strcapps\freespaceopen\Mods\mediavps\mv_core.vp' ... 88 files
Searching root pack 'C:\strcapps\freespaceopen\Mods\mediavps\mv_effects.vp' ... 580 files
Searching root pack 'C:\strcapps\freespaceopen\Mods\mediavps\mv_models.vp' ... 399 files
Searching root pack 'C:\strcapps\freespaceopen\Mods\mediavps\mv_music.vp' ... 15 files
Searching root pack 'C:\strcapps\freespaceopen\Mods\mediavps\mv_textures.vp' ... 1526 files
Searching root pack 'C:\strcapps\freespaceopen\Mods\mediavps\nm_test.vp' ... 72 files
Searching root 'C:\strcapps\freespaceopen\' ... 6 files
Searching root pack 'C:\strcapps\freespaceopen\FS2cutscenepack.vp' ... 10 files
Searching root pack 'C:\strcapps\freespaceopen\root_fs2.vp' ... 157 files
Searching root pack 'C:\strcapps\freespaceopen\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\strcapps\freespaceopen\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\strcapps\freespaceopen\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\strcapps\freespaceopen\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\strcapps\freespaceopen\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\strcapps\freespaceopen\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\strcapps\freespaceopen\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\strcapps\freespaceopen\warble_fs2.vp' ... 52 files
Found 21 roots and 10056 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
GR_CPU: Family 6, MMX=Yes
Initializing OpenGL graphics device at 1024x768 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   : RADEON 9500 PRO / 9700 x86/MMX/3DNow!
  OpenGL Version    : 2.0.6956 WinXP Release

  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".
  Unable to find 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".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  b-vert.sdr / b-frag.sdr ...
  Shader linked with warnings...
 Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of constants exceeded.
  Compiling shader ->  b-vert.sdr / bg-frag.sdr ...




[attachment deleted by ninja]
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: taylor on October 31, 2007, 12:25:08 am
EDIT:  Narrowed it down to either of the glowmaps or normal maps flags. (that is, if either is selected it crashes).  I have the normal maps installed.  My video card is a Radeon 9500Pro, so it SHOULD have GLSL support.  However, if I use your no_glsl flag, FSO runs normally... so perhaps this video card doesn't actually have support for that technology even though it says it does.  I'm running the latest Catalyst drivers too.
That crash problem has been reported several times, all with 9xxx series ATI cards.  It would just appear to be a driver bug, and there isn't really anything that can be done on our side to get around it.  Just make sure that you are using the newest drivers available and see if that helps at all.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: MP-Ryan on October 31, 2007, 12:27:38 am
EDIT:  Narrowed it down to either of the glowmaps or normal maps flags. (that is, if either is selected it crashes).  I have the normal maps installed.  My video card is a Radeon 9500Pro, so it SHOULD have GLSL support.  However, if I use your no_glsl flag, FSO runs normally... so perhaps this video card doesn't actually have support for that technology even though it says it does.  I'm running the latest Catalyst drivers too.
That crash problem has been reported several times, all with 9xxx series ATI cards.  It would just appear to be a driver bug, and there isn't really anything that can be done on our side to get around it.  Just make sure that you are using the newest drivers available and see if that helps at all.

Sorry Taylor, check my post updates.  I managed to get a debug spew, says something about software mode?
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: MP-Ryan on October 31, 2007, 12:58:03 am
Alright, so I tried installing the latest Omega drivers (7.10-based), and they're doing the same thing.  Debug spew is identical.

So, that's both of the latest available drivers for ATI's video cards.  Anyone else find a driver set that actually works, or are we doomed to no GLSL support?
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: castor on November 02, 2007, 04:32:19 pm
Here's something minor but curious.
If I go to tech room mission simulator and press Ctrl+shift+s (to list all FS2 missions) => the audio (music) starts to distort and the mouse pointer goes all laggy.
These "symptoms" go on until I exit the tech room, then they are gone..

Only happens with my "good" old SB Live!, but not with my Terratec audio card. The effect is not present with the FSO from stable branch (compiled on the same system, same settings). Running Linux.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Zacam on November 03, 2007, 01:34:23 am
Alright, so I tried installing the latest Omega drivers (7.10-based), and they're doing the same thing.  Debug spew is identical.

So, that's both of the latest available drivers for ATI's video cards.  Anyone else find a driver set that actually works, or are we doomed to no GLSL support?

Instead of trying out all the latest bleeding edge drivers (which are apparently not working, eh?) try regressing your drivers. Start stepping backwards.

I still have an Original Radeon 64mb DDR. If I actually want any stability or performance from it, I have to limit it to Catalyst 2.3 drivers. My 9600XT (which is working fine, btw) is using the 4.12's.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Darklord42 on November 03, 2007, 01:37:07 pm
Im getting a strange graphical problem that I first noticed when you tried fixing graphical issues with nvidia cards.    All ships are now invisable except for the glow maps.  evreything worked fine in the stable release of 3.6.9 except for the occational hang up where the only option is to press and hold the power button. but now in these later versions im getting this graphical bug.

Im using
MacBook Pro 15 inch
Os version: 10.4.10
GeForce 8600M GT 256mb
Intel core duo 2.4 ghz
2gb memory

they reappear when i turn off glsl in the troubleshooting options but all clear cockpits are now white.  And,naturally, shading is the pits.
and it all ships appear when i turn off htl though performence is really bad and crashes

Edit:  I think i got it,  evreything starts going on when i turn on the -glow and -spec flags.  Shading still seems a bit weird like its shading sections and not gradiating over the whole model
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: blowfish on November 04, 2007, 11:49:34 pm
I'm getting the same problem.  It disappears on other LODs for some ships, and some debris textures.  Shading is weird like Darklord said.  I am using the same computer, except is is running Leopard.  Because of this problem, I went back to using 3.6.9 final, even though that introduces some other problems.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Darklord42 on November 05, 2007, 05:36:12 pm
Well at least I know I'm not the only one.  But shame.  these normal maps seem pretty cool.  I can't wait till you guys (mostly Taylor for this)  find out whats wrong.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: taylor on November 05, 2007, 05:40:39 pm
The OS X problems are known, but I don't have a clue why it's not working.  So far the info I have doesn't make any sense.  :sigh:

Anyway, I've scrapped all of what I had and I'm currently rewriting everything from scratch, both code and shaders.  Hopefully the new setup will work better, and be a bit easier to debug. :)
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Darklord42 on November 05, 2007, 05:48:38 pm
Cool, that sounds like a plan.  Good luck!  Does that mean you have to do similar to the windows and linux versions?  If i wasn't so lazy, or at least so busy, I'd try to figure out how to get Linux installed on this thing ;)
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Marcus Vesper on November 06, 2007, 02:33:11 pm
I'm getting a minor graphical oddity when I bring up the screen to quit an active mission, or the screen to exit the main hall.  The cursor essentially starts acting like I have mouse trails enabled on a laptop, only it's just drawing static copies of itself wherever you move it to.
I was using the 7.10 Catalyst drivers for my Radeon x1950 Pro when this particular graphic glitch was showing up.  I recently switched over to the Omega version of the 7.10s for unrelated reasons, and I'm no longer getting that drawing error.  It must be something in the code that the official Ati drivers aren't processing correctly.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Kaine on November 06, 2007, 10:58:26 pm
I'm getting a minor graphical oddity when I bring up the screen to quit an active mission, or the screen to exit the main hall.  The cursor essentially starts acting like I have mouse trails enabled on a laptop, only it's just drawing static copies of itself wherever you move it to.
I was using the 7.10 Catalyst drivers for my Radeon x1950 Pro when this particular graphic glitch was showing up.  I recently switched over to the Omega version of the 7.10s for unrelated reasons, and I'm no longer getting that drawing error.  It must be something in the code that the official Ati drivers aren't processing correctly.

wouldn't be a first for ATI. Not by a long shot. Wish Omega still did NVidia drivers :(
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Marcus Vesper on November 07, 2007, 10:40:21 am
wouldn't be a first for ATI. Not by a long shot. Wish Omega still did NVidia drivers :(
Keep in mind that the issue cropped up when I switched to the 10/28 build over the 10/22 one, not when I installed the 7.10 Catalysts.  Whether the coding change should work fine and is getting glitched by something in the drivers, or whether it's a bug in the code that the Omega drivers somehow work around, well that's not entirely cut and dry (especially for me, since I know nothing at all about coding).  I am quite happy the Omega drivers exist though. :)
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Cobra on November 08, 2007, 09:43:15 pm
taylor, GLSL doesn't seem to be working on the 169.04 drivers. I can't downgrade, or I'll risk my video card freaking out like it did when I first installed it. (Almost none of my games would run, and those that did ran as well as my 7300.)
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: ARSPR on November 09, 2007, 02:23:33 am
taylor, GLSL doesn't seem to be working on the 169.04 drivers. I can't downgrade, or I'll risk my video card freaking out like it did when I first installed it. (Almost none of my games would run, and those that did ran as well as my 7300.)
It's a Known issue. 169.xx are defective in OGL.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Cobra on November 09, 2007, 10:54:46 am
What do you suggest, then?
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: ARSPR on November 09, 2007, 11:19:33 am
You can't do anything...  :(
Wait till next ForceWare release and meanwhile play a weird looking FS2 or just reinstall 163.75 or any other former driver. But it's pointless fixing a game to work with defective drivers.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Cobra on November 09, 2007, 11:27:21 am
It's not weird looking, it's just missing the purty shaders.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: dmart04 on November 20, 2007, 09:08:02 pm
For those having problems with ATI graphics cards and GLSL, I may have a fairly simple solution. This is a solution for those whose game consistently crashes on startup with the error message saying there was a problem with module atioglxx.dll

The only part of the drivers that seem to be having problems is atioglxx.dll, so all that is needed is an older version of that file. Searching around I found one that works for me here:

http://nwvault.ign.com/View.php?view=Other.Detail&id=1222 (http://nwvault.ign.com/View.php?view=Other.Detail&id=1222)

Download this dll and put it in your Freespace 2 folder. The game will then use this dll instead of using the newer version from the drivers, and hopefully the game should now be able to run with GLSL and normal mapping enabled.

I can't guarantee this will work for everyone but it worked for me.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: jr2 on November 21, 2007, 10:06:34 am
Is it possible to do a sort of hack like this for the nVidia drivers?
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: CKid on November 22, 2007, 02:22:54 pm
Now, I downloaded this build when it first came out and it is still working fine but I just realized something is wrong with it. When I use this build, I can't get it to play cutscenes. I switched back to the 3.6.9 build and the cutscenes played. Has anyboby else getting this problem or I am the only one?
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: ARSPR on November 23, 2007, 03:51:56 am
Now, I downloaded this build when it first came out and it is still working fine but I just realized something is wrong with it. When I use this build, I can't get it to play cutscenes. I switched back to the 3.6.9 build and the cutscenes played. Has anyboby else getting this problem or I am the only one?
I'm not sure but maybe avi support has been dropped. FS2Open used system player for this kind of files but this was going to be removed.

Future builds will only use its internal player which only support original mve files and compressed Theora ogg. Avi can't be supported due Copyright and License issues.

Check which kind of movie files you have and grab the ogg version from the Upgrade area (http://www.hard-light.net/forums/index.php/board,120.0.html) in forums. ( :( Sorry I can't remember an exact link, ask in that area where can you get them)
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: MP-Ryan on November 23, 2007, 01:14:47 pm
Now, I downloaded this build when it first came out and it is still working fine but I just realized something is wrong with it. When I use this build, I can't get it to play cutscenes. I switched back to the 3.6.9 build and the cutscenes played. Has anyboby else getting this problem or I am the only one?
I'm not sure but maybe avi support has been dropped. FS2Open used system player for this kind of files but this was going to be removed.

Future builds will only use its internal player which only support original mve files and compressed Theora ogg. Avi can't be supported due Copyright and License issues.

Check which kind of movie files you have and grab the ogg version from the Upgrade area (http://www.hard-light.net/forums/index.php/board,120.0.html) in forums. ( :( Sorry I can't remember an exact link, ask in that area where can you get them)

Eh?  I thought they dropped MVE support, not AVI.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Cobra on November 23, 2007, 01:16:26 pm
MVE and AVI.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: ARSPR on November 23, 2007, 02:14:25 pm
Nope. MVE is the original FS2 format and it always will be supported. Why should you drop it?
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: CKid on November 23, 2007, 03:00:15 pm
Quote
Check which kind of movie files you have and grab the ogg version from the Upgrade area (http://www.hard-light.net/forums/index.php/board,120.0.html) in forums. ( :( Sorry I can't remember an exact link, ask in that area where can you get them)

Found the links here: http://www.hard-light.net/forums/index.php/topic,44291.80.html but all the links are dead.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: jr2 on November 24, 2007, 02:30:31 am
Someone with Turey's Installer go search the \Installer directory for text files containing "ogg".  find the one that has the address where they're downloaded from.  Post it here, using [url=http://url.com/path/file]click here[/url]  If not, I'll do it when I get home.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: karajorma on November 24, 2007, 01:00:43 pm
AVI alone. MVE has not been dropped.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: ShivanSpS on November 26, 2007, 10:41:56 pm
Why MS Sam is broken in every 3.6.10 build?
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Cobra on November 26, 2007, 10:42:30 pm
Everyone hates Sam. :p
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: taylor on November 26, 2007, 11:18:22 pm
Why MS Sam is broken in every 3.6.10 build?
Because I don't make non-release builds with speech or voice recognition support (unless I happen to be testing either one of those features for bugs/fixes).
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: MP-Ryan on November 30, 2007, 02:36:42 pm
For those having problems with ATI graphics cards and GLSL, I may have a fairly simple solution. This is a solution for those whose game consistently crashes on startup with the error message saying there was a problem with module atioglxx.dll

The only part of the drivers that seem to be having problems is atioglxx.dll, so all that is needed is an older version of that file. Searching around I found one that works for me here:

http://nwvault.ign.com/View.php?view=Other.Detail&id=1222 (http://nwvault.ign.com/View.php?view=Other.Detail&id=1222)

Download this dll and put it in your Freespace 2 folder. The game will then use this dll instead of using the newer version from the drivers, and hopefully the game should now be able to run with GLSL and normal mapping enabled.

I can't guarantee this will work for everyone but it worked for me.

I attempted this with my 9500Pro.  No dice.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Cobra on November 30, 2007, 03:47:50 pm
Yeah, well, 9500s suck anyways. :nervous:

[EDIT] I got my 8600 working on 163.75 drivers. GLSL works now, but for some strange reason I get massive drops in FPS, from, say, 80 to 20-30 whenever a subspace vortex opens up or a ship fires a beam or a destroyer explodes. The drop is also accompanied by severe hanging.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Zacam on November 30, 2007, 08:44:51 pm
Well, it's an 8600, they suck anyway. :eyeroll:

Seriously, there's going to be a bit of drops until things get ironed out, that's why this is not an official release.

And to point out, my 8500, 9600 XT, GeForce 5700 and 8800 all suffer the exact same issues unter the exact same circumstances, so it's nothing card related.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Cobra on November 30, 2007, 08:57:01 pm
Well no duh, I can play games more graphically intense than this game with very little framerate drops.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Turambar on December 02, 2007, 04:19:08 pm
any chance of normal maps working nicely on my poor old x600 in the future?
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: chief1983 on December 03, 2007, 11:10:20 am
For those having problems with ATI graphics cards and GLSL, I may have a fairly simple solution. This is a solution for those whose game consistently crashes on startup with the error message saying there was a problem with module atioglxx.dll

The only part of the drivers that seem to be having problems is atioglxx.dll, so all that is needed is an older version of that file. Searching around I found one that works for me here:

http://nwvault.ign.com/View.php?view=Other.Detail&id=1222 (http://nwvault.ign.com/View.php?view=Other.Detail&id=1222)

Download this dll and put it in your Freespace 2 folder. The game will then use this dll instead of using the newer version from the drivers, and hopefully the game should now be able to run with GLSL and normal mapping enabled.

I can't guarantee this will work for everyone but it worked for me.

I attempted this with my 9500Pro.  No dice.

I tried both this and rolling back to an entire Catalyst 6.4 install, from NGO Optimized Drivers.  Neither worked, but, they did cause errors in different stages of the process.  Some later, some sooner.  Once again though, I now have broken Direct3D 7 support on my pc, so I'm done messing with all these friggin driver reinstalls.  Gonna have to reformat to fix it again.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Macfie on December 03, 2007, 11:17:13 am
The normal maps work with my x700 but I had to turn off GLSL.  I haven't tried the dll
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: MP-Ryan on December 03, 2007, 11:23:04 am
The normal maps work with my x700 but I had to turn off GLSL.  I haven't tried the dll

Errr... GLSL is required in order to get the shader effects from the normal maps I thought?

Anyway, yeah, if I turn off GLSL all is well with this build.  9500s don't have SM3 support, so it doesn't appear that any amount of workarounds are going to get GLSL running on this card anytime soon.

Have to wait for a new build I guess =)
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Cobra on December 03, 2007, 11:40:20 am
He's getting the textures that go with the normals, but none of the shader mapping.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Macfie on December 03, 2007, 12:55:54 pm
I tried the dll file that dmart04 posted and everything works now shading included. 
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: chief1983 on December 03, 2007, 02:48:09 pm
I tried the dll file that dmart04 posted and everything works now shading included. 

What driver version are you using, and what card do you have?
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Macfie on December 03, 2007, 03:12:13 pm
ATI X700 pro with catalyst 7.10
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: chief1983 on December 03, 2007, 04:07:14 pm
Yeah, I tried it with my 9800 Pro and the 7.10 drivers and it didn't seem to work for me.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: taylor on December 03, 2007, 04:23:21 pm
Anyway, yeah, if I turn off GLSL all is well with this build.  9500s don't have SM3 support, so it doesn't appear that any amount of workarounds are going to get GLSL running on this card anytime soon.
I have officially given up on getting SM2.0 cards working for 3.6.10.  I have code and shaders that are compatible, but it comes at a monstrous performance hit (upwards of 70-80%), and I'm just not going to even bother with that crap.  The next build will require SM3.0 compatibility before it will enable GLSL, and everyone without the required hardware will just have to wait until the rendering code can be upgraded to do multi-pass properly without the performance problems.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: chief1983 on December 03, 2007, 04:56:50 pm
Ok by me.  I'm really hoping to build a new rig soon anyway, and get one of those 8800 GTs (or two).
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Kaine on December 03, 2007, 08:29:51 pm
Anyway, yeah, if I turn off GLSL all is well with this build.  9500s don't have SM3 support, so it doesn't appear that any amount of workarounds are going to get GLSL running on this card anytime soon.
I have officially given up on getting SM2.0 cards working for 3.6.10.  I have code and shaders that are compatible, but it comes at a monstrous performance hit (upwards of 70-80%), and I'm just not going to even bother with that crap.  The next build will require SM3.0 compatibility before it will enable GLSL, and everyone without the required hardware will just have to wait until the rendering code can be upgraded to do multi-pass properly without the performance problems.

good call. if i may make a tentative suggestion, jjwalker at http://www.thefloatingpoint.org/ (http://www.thefloatingpoint.org/) has done some fantastic shader work on Stalker, he might have some suggestions for a good direction to go. I understand he's very busy with RL but is obviously talented and has shown interest in working on some other projects if he feels that he won't be hindered by the engine, which makes an opensource project ideal.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: MP-Ryan on December 03, 2007, 09:46:01 pm
Anyway, yeah, if I turn off GLSL all is well with this build.  9500s don't have SM3 support, so it doesn't appear that any amount of workarounds are going to get GLSL running on this card anytime soon.
I have officially given up on getting SM2.0 cards working for 3.6.10.  I have code and shaders that are compatible, but it comes at a monstrous performance hit (upwards of 70-80%), and I'm just not going to even bother with that crap.  The next build will require SM3.0 compatibility before it will enable GLSL, and everyone without the required hardware will just have to wait until the rendering code can be upgraded to do multi-pass properly without the performance problems.

Hey, no problem; I don't know if it's really worth the effort for these old cards anyway.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Flaser on December 04, 2007, 03:02:38 am
Hey, no problem; I don't know if it's really worth the effort for these old cards anyway.

It is.

Since most people with legacy PCs or just a plain low budget ain't likely to buy a new card when their old one probably cost them quite a penny and it's only fault is supporting only SM2.

Please, cut back on these remarks! If it works, well and truely good for you; but the rest of us poor 3rd world sobs will bloody have to work with what we have.

taylor has already stated it several times, that he will want to support most DirectX 9 / OGL 2 cards and that means either SM2 or even SM1.
He will have to revamp the code, and probably several set of shaders will have to be provided.
He already stated in his own words that code rewrite is necessary for proper multipass rendering, which IIRC will be needed by the proper material system.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Ferret on December 07, 2007, 02:48:52 pm
Hey, just to let you know that I was having the same crash regarding atioglxx.dll - I fixed it by chucking that replacement dll that was linked to into my Freespace directory, now everything works.

I have a Radeon X850XT.

[edit]

I can't seem to get normal or height maps working though. I have the VP in the same place as my other mediavaps and have turned on the normal and height flags. They just don't seem to be showing up.. :(

I have the latest Omega drivers installed.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Kaine on December 08, 2007, 10:24:59 am
Hey, just to let you know that I was having the same crash regarding atioglxx.dll - I fixed it by chucking that replacement dll that was linked to into my Freespace directory, now everything works.

I have a Radeon X850XT.

[edit]

I can't seem to get normal or height maps working though. I have the VP in the same place as my other mediavaps and have turned on the normal and height flags. They just don't seem to be showing up.. :(

I have the latest Omega drivers installed.

Probably related to the X8x00 series being SM 2.0. You can thank ATI for failing to see the obvious need for SM 3.0 support. Same goes for those whinging about Taylor not initially supporting SM 2.0 cards. Don't blame him for your card's manufacturer failing to meet a standard. Anyone with a card older than that shouldn't be expecting to have shaders enabled anyway.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Ferret on December 08, 2007, 10:28:21 am
Hey, just to let you know that I was having the same crash regarding atioglxx.dll - I fixed it by chucking that replacement dll that was linked to into my Freespace directory, now everything works.

I have a Radeon X850XT.

[edit]

I can't seem to get normal or height maps working though. I have the VP in the same place as my other mediavaps and have turned on the normal and height flags. They just don't seem to be showing up.. :(

I have the latest Omega drivers installed.

Probably related to the X8x00 series being SM 2.0. You can thank ATI for failing to see the obvious need for SM 3.0 support. Same goes for those whinging about Taylor not initially supporting SM 2.0 cards. Don't blame him for your card's manufacturer failing to meet a standard. Anyone with a card older than that shouldn't be expecting to have shaders enabled anyway.

*clicks* Goddamnit the lack of SM 3.0 bites me in the arse again.
Thanks for putting by mind at rest, I'm upgrading it in the next few months anyway.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Deepstar on December 14, 2007, 12:28:06 pm
Hm.. I've a Radeon X1950 Pro (512 MB AGP), this card has SM3 Support, but I'm unable to use GLSL either.

Freespace 2 crashes only when i see Ships. Exactly after a few seconds in Technical Database, Ship/Weapon Selection or InMission the game hangs and i get an "fs2_open_3_6_10.exe occurred an error and have to be closed" message.

The Errorlog reports an access violation in atioglxx.dll, too. I tried the downloadable dll in this thread, in fact, i can't start the game once more with it.

I'm using Windows Vista (32-Bit) with the current 7.11 Catalyst Drivers, but tried it with 7.9 and 7.10, too which makes no difference.

So, my Launcher Settings:
Maybe there's the error for me? *whoknows*

Code: [Select]
exe_filepath = E:\FreeSpace2\fs2_open_3_6_10-20071028T.exe;
game_flags = -ambient_factor 75 -no_emissive_light -spec_exp 11 -spec_point 0.6 -spec_static 0.8 -spec_tube 0.4 -fov 0.39 -img2dds -spec -glow -env -mipmap -noscalevid -missile_lighting -normal -img2dds -cache_bitmaps -dualscanlines -targetinfo -rearm_timer -ballistic_gauge -ship_choice_3d -3dwarp -warp_flash;

Are my settings wrong or is this feature.. uhm.. ATI incompatible at the moment?

Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Cobra on December 14, 2007, 04:01:26 pm
Settings aren't wrong; I blame Vista. :p
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Deepstar on December 14, 2007, 05:57:48 pm
Settings aren't wrong; I blame Vista. :p

Yeah, right. It seems to be a general problem with the Catalyst Drivers for Vista :mad:.
I read in the official ATI Forums, that Vista uses a different GUI for OpenGL and ATI hasn't created a driver that fully support OpenGL in Vista, so far.  :hopping:  :no:

So it's only an problem with the Vista Drivers, XP and any other OS should be run fine with GLSL.
Now i have three options:
1. To wait for a proper Driver that fully supports OpenGL
2. Change back to Windows XP
3. To buy a Nvidia card

Maybe Option 2 is the best, who knows how long it takes for a good OpenGL support in Vista. When this driver is released i can change to vista again, then :)

So it's not an Error in this build and so sorry for my posts.

But I'm right, this feature is ATI incompatible at the moment, with Vista as Operating System  :nod:
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: jr2 on December 14, 2007, 05:59:55 pm
Multiboot XP & Vista.  Ta-da!!
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: asyikarea51 on December 16, 2007, 03:04:37 am
Been using this for a while alongside the 7/10 (7th October that is) and stock 3.6.9 builds.

I think there's a problem with a particular beam cannon sound, even though the tables specify that BT_up_1.5.wav (151) should play when firing, say, an AAAf, BT_up_1.wav (150) plays instead.

The problem with sounds 124 and 125 (start of beam shots immediately after charging) on stock sounds.tbl has long been fixed though, thanks for that. :)

For safety's sake I'll check to see that it's not a problem with my tables, but I'm quite sure it's to do with the build. Without editing the tables and just enabling different builds, the sound played back is different. Hope it's not too bothersome to skim through the code again? :)
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: CKid on December 16, 2007, 08:58:12 pm
Sorry for bringing this up again but I still need the cutsence movies in .ogg format. The links to them are still down. Can someone upload them.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: jr2 on December 16, 2007, 10:06:16 pm
http://www.fszmirror.com/files/fsport/FS1OGGcutscenepack.vp

http://www.fszmirror.com/files/FS2OGGcutscenepack.vp
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: CKid on December 16, 2007, 10:31:48 pm
Its jr2 to the rescue! Thanks for the quick reply. :)
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Axem on December 23, 2007, 02:19:33 pm
I'm having trouble with Flipside's GTF Autolycus (http://www.hard-light.net/forums/index.php/topic,42786.msg875855.html#msg875855) with this build. As soon as I get shot in it, the game will crash right away without any meaningful error message (aside from the Send your Bug Report to Microsoft one). Debug doesn't give anything new either.

It won't crash in 3.6.9 so I'm wondering if its related to any new collision modifications.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Acur on January 01, 2008, 08:26:36 am
I have exactly the same problem as Deepstar with a Radeon X1950GT. My OS is Win XP not Vista.

Game crashes after a few seconds in the Tech Room or in mission so I have to close it manually with the Task Manager.

The dll and the -no_glsl command both preventing the game to crash but I can't see the normal maps with these solutions.



Title: Re: 2007-10-28 stable branch (Xt version)
Post by: DaBrain on January 01, 2008, 11:45:13 am
Run a debug build. Check the FS2_open.log (in your /data/ folder).

What is the OpenGL version in there?
OpenGL Version    : 2.1.2?

Does the shader compile list look like this?
Code: [Select]

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

One other possible thing:

To all ATI users that used or tried to use ATI Smartshaders like HDRish with FS2_open:
Check your FS2 directory for a file named atioglxx.dll!
It overrides any newer OpenGL version supported by your driver and won't work with this build!

(Actually it doesn't have to be older, it's included in the drivers too, but the current dlls that you can download to use smart shaders are older.
Do not delete this file from your Windows directory, but only from applicaton directories.)
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Acur on January 01, 2008, 12:37:19 pm
OpenGL Version seems to be 2.1.7169

Shader compile looks a little bit strange:
Code: [Select]
  Compiling shader ->  b-vert.sdr / b-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  b-vert.sdr / bg-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  b-vert.sdr / bs-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  b-vert.sdr / bgs-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bn-vert.sdr / bn-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bn-vert.sdr / bgn-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bn-vert.sdr / bsn-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bn-vert.sdr / bgsn-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  be-vert.sdr / bse-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  be-vert.sdr / bgse-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bne-vert.sdr / bsne-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bne-vert.sdr / bgsne-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.

My complete FS2_open.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: 3.6.10
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -snd_preload
  -mod mediavps
Building file index...
Found root pack 'D:\freespace 2\mediavps\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'D:\freespace 2\mediavps\MV_Assets.vp' with a checksum of 0x92e27b4a
Found root pack 'D:\freespace 2\mediavps\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'D:\freespace 2\mediavps\MV_Effects.vp' with a checksum of 0xc55a3e9f
Found root pack 'D:\freespace 2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'D:\freespace 2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\freespace 2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\freespace 2\mediavps\' ... 2 files
Searching root pack 'D:\freespace 2\mediavps\MV_AdvancedEffects.vp' ... 2411 files
Searching root pack 'D:\freespace 2\mediavps\MV_Assets.vp' ... 1768 files
Searching root pack 'D:\freespace 2\mediavps\MV_Core.vp' ... 92 files
Searching root pack 'D:\freespace 2\mediavps\MV_Effects.vp' ... 1108 files
Searching root pack 'D:\freespace 2\mediavps\mv_music.vp' ... 32 files
Searching root 'D:\freespace 2\' ... 50 files
Searching root pack 'D:\freespace 2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\freespace 2\root_fs2.vp' ... 157 files
Searching root pack 'D:\freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\freespace 2\warble_fs2.vp' ... 52 files
Searching root 'e:\' ... 0 files
Found 20 roots and 12885 files.
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!
Failed to init speech
GR_CPU: Family 6, MMX=Yes
Initializing OpenGL graphics device at 1280x1024 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 X1950 GT
  OpenGL Version    : 2.1.7169 Release

  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".
  Unable to find 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".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  b-vert.sdr / b-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  b-vert.sdr / bg-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  b-vert.sdr / bs-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  b-vert.sdr / bgs-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bn-vert.sdr / bn-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bn-vert.sdr / bgn-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bn-vert.sdr / bsn-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bn-vert.sdr / bgsn-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  be-vert.sdr / bse-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  be-vert.sdr / bgse-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bne-vert.sdr / bsne-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
  Compiling shader ->  bne-vert.sdr / bgsne-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 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: Performing global function/(library/object) name repeat check...
LUA: Performing library/object name repeat check...
LUA: Performing object/object name repeat check...
LUA: Performing library/library name repeat check...
LUA: Initializing library functions...
LUA: Initializing object functions...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
Using high memory settings...
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 170x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-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.
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_flak-wep.tbm' ...
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_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'beams2-wep.tbm' ...
WARNING: "Too many beam sections for weapon BFRed - max is 5" at Weapons.cpp:2979
TBM  =>  Starting parse of 'beams1-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_turretangle-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_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'mv_hg-hdg.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 247
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 'hammer.pcx'
ANI 2_mainwalk.ani with size 477x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 189x189 (26.2% wasted)
ANI 2_maincrane.ani with size 116x116 (9.4% wasted)
ANI 2_mainexit.ani with size 174x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 158x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 145x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 119x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 206x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 190x190 (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 'hammer.pcx'
ANI 2_Loading.ani with size 43x43 (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 61 frames at 24 fps.
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 50 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 50 fps.
loading warp modelLoading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x101d7c20, IBX checksum: 0x871a1954 -- "warp.pof"
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 50 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: 0xe3e74b11, IBX checksum: 0xf1063fba -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
Starting mission message count : 205
Ending mission message count : 246
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: 0xac2280ff, IBX checksum: 0x03479948 -- "fighter2t-05.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX/TSB to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0x23d2b509, IBX checksum: 0x2764c05a -- "freighter04.pof"
Loading model 'capital2V-01.pof'
IBX: Found a good IBX/TSB to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0x715aa319, IBX checksum: 0xb38e43ae -- "capital2V-01.pof"
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem bridge, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay01, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay02, believed to be in ship capital2V-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x43ecd59e, IBX checksum: 0x7a219792 -- "fighter2v-01.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x3055948b, IBX checksum: 0x87c1d3a0 -- "corvette2t-01.pof"
Loading model 'fighter06.pof'
IBX: Found a good IBX/TSB to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0x193458f4, IBX checksum: 0x04192885 -- "fighter06.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 53x53 (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 96x96 (25.0% wasted)
ANI toggle1 with size 20x20 (37.5% wasted)
ANI weapons1 with size 20x20 (37.5% wasted)
ANI weapons1_b with size 20x20 (37.5% wasted)
ANI 2_toparc1 with size 60x60 (6.3% wasted)
ANI 2_toparc2 with size 24x24 (25.0% wasted)
ANI 2_toparc3 with size 29x29 (9.4% wasted)
ANI 2_leftarc with size 252x252 (1.6% wasted)
ANI 2_rightarc1 with size 252x252 (1.6% wasted)
ANI 2_reticle1 with size 24x24 (25.0% wasted)
ANI targhit1 with size 21x21 (34.4% wasted)
ANI energy1 with size 41x41 (35.9% wasted)
ANI targetview1 with size 156x156 (39.1% wasted)
ANI targetview2 with size 96x96 (25.0% wasted)
ANI targetview3 with size 20x20 (37.5% wasted)
ANI damage1 with size 25x25 (21.9% wasted)
ANI support1 with size 24x24 (25.0% wasted)
ANI objective1 with size 21x21 (34.4% wasted)
ANI wingman1 with size 53x53 (17.2% wasted)
ANI wingman2 with size 53x53 (17.2% wasted)
ANI wingman3 with size 53x53 (17.2% wasted)
ANI netlag1 with size 30x30 (6.3% wasted)
ANI head1 with size 132x132 (48.4% wasted)
ANI time1 with size 23x23 (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: 0x2746ad28 -- "starfield.pof"
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 186 new ship subsystems ...  a total of 400 is now available (40 in-use).
About to page in ships!
ANI shield-f06 with size 93x93 (27.3% wasted)
ANI shieldft-05 with size 93x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xb56e54cf, IBX checksum: 0x2700b612 -- "support2t-01.pof"
ANI shieldfv-01 with size 93x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0xba4021d7, IBX checksum: 0x709dea9d -- "support2v-01.pof"
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.
Could not find a usable muzzle glow bitmap for 'AAAf'!
WARNING: "Could not find a usable muzzle glow bitmap (AAAbeamAglow) for weapon 'AAAf'!" at Weapons.cpp:3731
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 (GreenBeamGlow.eff) with 30 frames at 55 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 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0xcd9ff374, IBX checksum: 0xf1dc8a08 -- "hornet.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0xe7aee004 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0xe145c0ed, IBX checksum: 0x1138b3ab -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x9361eea7, IBX checksum: 0xfa7f15ef -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0xb8b20649, IBX checksum: 0x7c216484 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xbee0e563 -- "crossbow.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0xd1309e4a, IBX checksum: 0x8ef3ede8 -- "piranha.pof"
Loading model 'cmeasure01.pof'
IBX:  Warning!  Found invalid TSB file: 'cmeasure01.tsb'
IBX: Starting a new IBX for 'cmeasure01.pof'.
IBX: Starting a new TSB for 'cmeasure01.pof'.
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0xed9fd892, IBX checksum: 0x7c2c51d1 -- "harbinger.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"
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Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Mehrpack on January 01, 2008, 01:49:20 pm
hi,
which version has the driver of your ATI?

i run my ATI with 7.9 and havnt any trouble with FS_Open, but i havnt tried yet any newer as 7.9, so i cant say if maybe the lastet driver will help.

but if you want, i can send you, my atioglxx.dll, maybe it will help.

Mehrpack
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: DaBrain on January 01, 2008, 02:14:34 pm
Strange. The extensions seem to be fine, but there is still an error during the compiling.

Well, I don't know where else we could look for the problem.
You could try Mehrpack's dll.

If you want to put a real effort in it, you could download ATI Rendermonkey, put in the shader file and hope that it gives you more detailed info on the problem. However, it's probably nothing I can understand or help with.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Acur on January 01, 2008, 02:41:19 pm
I've just tried out the older 7.9 driver and it seems to work without any Problems. No crashes at all.

So thanks for the help. I have to replay the campaign now :)
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: DaBrain on January 01, 2008, 04:29:32 pm
Ah now it makes sense.

I just found this comment:
"Now the funny part... for some reason (after some reboots, can't reproduce what I did), the 2.1 opengl driver got somehow replaced by some older 2.0.6xxx Version (missing all the new and exciting stuff)."

http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=232122


Maybe the new ATI driver has some kind of bug in the OpenGL part.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Mehrpack on January 02, 2008, 06:56:36 am
hi,
yeah, isnt the first time that a driver has major bugs in OpenGL  :(.

so i have upload now the atioglxx.dll, if any other people have problems with thiere ATI and dont want to chance the driver or install an older driver.

here is the link:

http://www.the-nighthawks.com/store/FS/atioglxx.rar (http://www.the-nighthawks.com/store/FS/atioglxx.rar)

installation: unrar it in the your Freespace2 root directory.

imho must be it work on the same way with Nvidia driver too, they must have a seperate driver for OpenGL, too.
and the placement of the driver in the root directory of the game that you want to play, should temporarly overwrite the installed OpenGL driver in the system.

Mehrpack
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Bob-san on January 03, 2008, 06:24:23 pm
Are there still problems with the Catalyst drivers and WinVista? I have a Radeon HD 3850 with Catalyst 7.12 right now on Vista 64-bit (bite me--I'm ordering another 2GB module shortly).

I'm just wondering... but I'll be RMA'ing my motherboard because of the low probability that both my RAM and graphics card are causing problems (I'm getting symptoms of both problems--meaning it's probably my motherboard). Right now I can't even boot with the board--it's definitely going back and I'll be cross-shipping.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Kazan on January 05, 2008, 12:33:15 pm
I have a Radeon HD 3870 and nebulae fogging is non-functional, and in The Great Hunt i get weird regions of the Deimos class ships (seems to be texture based) popping out oddly.

I am using catalyst 7.12

this could be related to the 3800 series being so new the drivers aren't fully working yet.  I'll run openGL caps check on my system later

[edit]
oh.. i cannot find that old utility that used to check your version and all it's caps
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Zacam on January 05, 2008, 02:48:10 pm
Are you perhaps looking for OpenGL Extansions Viewer (http://www.realtech-vr.com/glview/)?
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Kazan on January 05, 2008, 06:03:51 pm
fogging works on the 3.6.9 base build i have.. doesn't work in this or the last two XT builds, WMC's cockpits build has fogging working fine - so the fogging problem is isolated to your fork of the code.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Zacam on January 05, 2008, 07:55:52 pm
Is one of those XT builds 12-07? Because I don't notice any issues on "Great Hunt" with it.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Kazan on January 05, 2008, 11:21:13 pm
yes


 :wtf: non-xt builds cause shards of death on known-stable models - but they have proper fogging in the nebula  :wtf:
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Cobra on January 06, 2008, 01:37:41 am
Hey, I have a question. People keep mentioning a 12/7 XT build. Where is it? :wtf:
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: jr2 on January 06, 2008, 01:39:14 am
http://fs2source.warpcore.org/exes

Try the /latest directory
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Cobra on January 06, 2008, 01:40:12 am
Holy **** there's still a 3.5.5 exe in there :lol:

[EDIT] I don't see it on there. Weird.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: chief1983 on January 06, 2008, 03:08:37 am
I don't believe any of those are Taylor's XT builds jr2.  He keeps them somewhere else.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: jr2 on January 06, 2008, 03:14:58 am
/me thinks so, too!  =P

http://fs2source.warpcore.org/exes/latest/taylor/
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: wolf on January 06, 2008, 09:46:55 am
Hey, I have a question. People keep mentioning a 12/7 XT build. Where is it? :wtf:
See taylor's profile, latest messages, you will find link there. icculus.org/~taylor/fso/ if I remember correctly.

Note that these are experimental builds, so don't expect them to even start correctly. I would also like to say that requiring people to jump through hoops just beause some morons don't understand what "experimental build" means and are likely to shoot themselves into foot is just stupid.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Kazan on January 06, 2008, 01:01:13 pm
finally got ahold of xt1207 (yay for being in WCS)

nebula fogging works in that version
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Cobra on January 06, 2008, 01:25:01 pm
Hey, I have a question. People keep mentioning a 12/7 XT build. Where is it? :wtf:
See taylor's profile, latest messages, you will find link there. icculus.org/~taylor/fso/ if I remember correctly.

Note that these are experimental builds, so don't expect them to even start correctly. I would also like to say that requiring people to jump through hoops just beause some morons don't understand what "experimental build" means and are likely to shoot themselves into foot is just stupid.

I use this build anyways, so I know what you mean and what I'm getting myself into. :P

[EDIT] Well, back to 10/28 for me. Shaders don't seem to be working in 12/7.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: BlackDove on January 06, 2008, 03:13:34 pm
Quite a bit of **** doesn't seem to be working in 12/7

I think I'll just trust Taylor to tell me when to use his builds instead of sneaking in his directories.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Kazan on January 06, 2008, 03:29:01 pm
Quite a bit of **** doesn't seem to be working in 12/7

I think I'll just trust Taylor to tell me when to use his builds instead of sneaking in his directories.

12/7 is the version that works right for me
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Deepstar on January 06, 2008, 03:49:36 pm
I have exactly the same problem as Deepstar with a Radeon X1950GT. My OS is Win XP not Vista.

Game crashes after a few seconds in the Tech Room or in mission so I have to close it manually with the Task Manager.

The dll and the -no_glsl command both preventing the game to crash but I can't see the normal maps with these solutions.

Yes, i'm able to confirm this in XP, too (switched back now,  because of different soundbugs in Vista and because of FSO, too :D). It seems to be a bug in all Catalyst Drivers from 7.10 to 7.12 in general and not only for the Vista drivers.

Also i can confirm that the posted 7.9 atioglxx.dll works in XP. But it seems, that this "trick" doesn't work with  Vista. I tried the atioglxx.dll from the 7.9 Vista Catalyst and has crashes too  :confused:
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: DaBrain on January 06, 2008, 05:43:30 pm
See taylor's profile, latest messages, you will find link there. icculus.org/~taylor/fso/ if I remember correctly.

Note that these are experimental builds, so don't expect them to even start correctly. I would also like to say that requiring people to jump through hoops just beause some morons don't understand what "experimental build" means and are likely to shoot themselves into foot is just stupid.

Yeah, there is a fine line between reporting bugs and simply complaining about a build that doesn't work properly for everyone, because it's experimental.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Zacam on January 06, 2008, 06:18:40 pm
For shaders to work in 12/07 you have to have the 1119 shaders VP file, they are no longer bundled.

Make sure you're not using one of the sub-versions (Like 1119-1, -2 , -3).

I love 1207 and have had no problems with it at all. I also have no problems with 1028.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Kazan on January 06, 2008, 08:01:08 pm
For shaders to work in 12/07 you have to have the 1119 shaders VP file, they are no longer bundled.

where can this be acquired?
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: chief1983 on January 06, 2008, 09:56:04 pm
For shaders to work in 12/07 you have to have the 1119 shaders VP file, they are no longer bundled.

where can this be acquired?

http://icculus.org/~taylor/fso/misc/ (http://icculus.org/~taylor/fso/misc/)
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: BlackDove on January 07, 2008, 01:26:10 am
Yeah, with those shaders everything except the thrusters works.

Assets seem to load quickly too in the tech room, before when I'd click on a Levi, Fenris, Sathanas, Colossus, any cap ship really it'd take about 5-10 seconds for it to load.

In mission however, there's still the twitchery.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: chief1983 on January 07, 2008, 01:46:04 am
I've noticed one issue with the more recent builds.  Ever since 11/19 the Xt builds have been showing the intro cutscene at the wrong size.  I'm not using disable scale to window, if I do they're even smaller than the attached image shows.  I tested almost every Xt build since 11/07, it seems that every build since 11/19 has the bug in it.  I'm probably going to mantis it if no one else has, just wondering if anyone else has seen this.  I'm using the FS2CutscenePack.vp file with the Ogg Theora cutscenes, otherwise it's a stock retail setup.

[attachment deleted by ninja]
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: ARSPR on January 07, 2008, 02:54:58 am
Yeah, with those shaders everything except the thrusters works.

Assets seem to load quickly too in the tech room, before when I'd click on a Levi, Fenris, Sathanas, Colossus, any cap ship really it'd take about 5-10 seconds for it to load.

In mission however, there's still the twitchery.
The thruster issue is a strange bug Taylor already knows about. Please check that in F3 lab you DO SEE them ...

The model loading times should happen only once (they're just the cache file generation).
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Zacam on January 07, 2008, 10:49:48 pm
I've noticed one issue with the more recent builds.  Ever since 11/19 the Xt builds have been showing the intro cutscene at the wrong size.  I'm not using disable scale to window, if I do they're even smaller than the attached image shows.  I tested almost every Xt build since 11/07, it seems that every build since 11/19 has the bug in it.  I'm probably going to mantis it if no one else has, just wondering if anyone else has seen this.  I'm using the FS2CutscenePack.vp file with the Ogg Theora cutscenes, otherwise it's a stock retail setup.

I have no problems with cutscenes over here under FS2 or FSPort with any exe. Also using the OGG cutscene.vp.

I have media player classic as bundled with K-Lite Mega Codec package 3.53, so I have no idea if that makes for any difference what so ever. Tested under XP Pro and 64bit XP Pro with 169.21 drivers.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: chief1983 on January 07, 2008, 11:58:38 pm
I don't think codec matters, I thought the theora decoding was built in to the engine now and completely independent of your installed video playback system.  But I'm definitely getting this as a repeatable bug, in both windowed and full screen mode.  This is with all options disabled even.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: taylor on January 08, 2008, 01:24:01 am
I don't think codec matters, I thought the theora decoding was built in to the engine now and completely independent of your installed video playback system.  But I'm definitely getting this as a repeatable bug, in both windowed and full screen mode.  This is with all options disabled even.
Several other people have had the same problem, enough that I added it to my internal Mantis, but I have yet to reproduce it myself.

The next public Xt build will have some cleaned up movie code (the current Xt builds have some half implemented shader playback code in there) so we'll see if it's any better at that point.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: MP-Ryan on January 11, 2008, 02:40:13 am
FYI...

The Catalyst 7.12 driver set allows the Radeon 9500 pro to operate in the 1028 build without GLSL support disabled.  That said, still some issues with texturing and the new media VPs in that build with this setup (see FSU beta thread, page 12).

Also - I have the minimized window for movies in the 1207 build as well.  The ship lab also crashes in the debug build for that series.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Mr_Maniac on January 11, 2008, 02:59:10 am
Question:
Are the changes (Normal-Mapping) in CVS now and if yes: which branch? :)
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: taylor on January 11, 2008, 08:13:59 am
The changes aren't in CVS yet.  There are still some fundamental issues with the code, and I don't commit stuff until things like that are worked out.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Mr_Maniac on January 11, 2008, 10:32:40 am
Okay... That's all I wanted to know, thanks :)
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Turambar on January 18, 2008, 09:30:44 am
not that it helps at all, but the 8.1 drivers don't play nice with FSO either, same set of bugs with the asteroids, choppyness, and image corruption
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: DaBrain on January 18, 2008, 05:49:39 pm
Catalyst 8.1 is a "leaked" version as far as I know.

It might be a beta version, or even an older version with a newer name. I wouldn't worry about that until the official release.
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: chief1983 on January 18, 2008, 05:57:53 pm
What?!  It's the one listed on their website!

http://game.amd.com/us-en/drivers_catalyst.aspx?p=xp/radeonx-xp (http://game.amd.com/us-en/drivers_catalyst.aspx?p=xp/radeonx-xp)
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: MarsNeedsWomen on February 06, 2008, 03:27:13 pm
I've mirrored the atioglxx.rar

http://hosted.filefront.com/marsneedswomen/
Title: Re: 2007-10-28 stable branch (Xt version)
Post by: Bob-san on February 06, 2008, 03:51:59 pm
Is there a newer stable build available?