Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: chief1983 on April 07, 2009, 03:32:28 pm

Title: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 07, 2009, 03:32:28 pm
Announcing the immediate availability of FS2_Open 3.6.10 RC2.

RC2 is based on SVN trunk 5141.

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 G5 with running Leopard 10.5, and Xcode 3.1.
Linux builds were made on OpenGEU 8.10 32bit using the standard build-essential compiler installation*

This fixes several critical bugs in RC1, including:


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

FUBAR reminded me:
This build breaks multiplayer compatibility with RC1 and all other 3.6.10 versions.  You have to use RC2 with RC2 or RC2 Inferno with RC2 inferno.

Launchers, if you don't have one already:
Windows:  Launcher 5.5d (http://fs2source.warpcore.org/exes/Launcher55d.rar)
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_RC2.zip)
Inferno (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_10_RC2_INF.zip)

OS X
Regular (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.10_RC2.dmg)
Inferno (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.10_RC2_INF.dmg)

Linux
Regular (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3_6_10_RC2.tar.bz2)
Inferno (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3_6_10_RC2_INF.tar.bz2)

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 sticked 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, look at Turey's FSO Installer (http://www.fsoinstaller.com/), but there have been reports of corruption with the 3.6.10 MediaVPs, so you might want to get those separately.

As always, use Mantis (http://scp.indiegames.us/mantis) for any new bugs, or if you can't activate your account, post here.

See the RC1 thread (http://www.hard-light.net/forums/index.php/topic,61891.0.html) for info on new features.

* - 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 refusing to find the voice recognition engine, even when it's running.  Will be investigated for RC3.  For now, I suggest testing the -voicer option with windowed mode enabled, which makes it easier to terminate when you have trouble.  Post any new information at the #1906 Mantis report (http://scp.indiegames.us/mantis/view.php?id=1906)
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Wobble73 on April 07, 2009, 03:33:36 pm
Wow! Am I glad I logged on tonight! Downloading now!
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on April 07, 2009, 03:35:43 pm
thankyou........ like lots
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: FUBAR-BDHR on April 07, 2009, 03:38:42 pm
This build breaks multipalyer compatibility with RC1 and all other 3.6.10 versions.  You have to use RC2 with RC2 or RC2 Inferno with RC2 inferno. 
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on April 07, 2009, 03:48:16 pm
This build breaks multipalyer compatibility with RC1 and all other 3.6.10 versions.  You have to use RC2 with RC2 or RC2 Inferno with RC2 inferno. 

thats useful info , will your standalones be running this?
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Rhymes on April 07, 2009, 03:51:09 pm
Somebody, put this on the announcements PLEASE.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Mongoose on April 07, 2009, 04:02:46 pm
Somebody, put this on the announcements PLEASE.
Done and done.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 07, 2009, 04:10:27 pm
You guys don't leave me much time to get to that stuff do you :)
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Vrets on April 07, 2009, 06:30:28 pm
  • Final tweaks to the callsign feature

What is this "callsign feature?" [/list]
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: karajorma on April 07, 2009, 06:38:42 pm
Allows you to assign a callsign to a ship which then appears on the HUD and in messages instead of/as well as the wing name. So instead of getting messages from Alpha 2 you get them from Iceman or Ghost or whatever.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: redsniper on April 07, 2009, 10:44:35 pm
:eek2:

Talk to me, 'Goose! :pimp:
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Androgeos Exeunt on April 07, 2009, 10:45:23 pm
Allows you to assign a callsign to a ship which then appears on the HUD and in messages instead of/as well as the wing name. So instead of getting messages from Alpha 2 you get them from Iceman or Ghost or whatever.

heeey thats new
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Antares on April 07, 2009, 10:54:34 pm
Some more stuff I've noticed:

- When your wingmen are given the order to disarm an enemy capital ship, friendly capital ships will stop attacking it entirely. Bug or feature?

- Did some testing of the aforementioned bug in Endgame through the tech room and discovered that Kaysers were available in the mission. Oops. I thought it might have been the mission select cheat doing it, but I peeked at several other missions and none of them had similar problems. Time paradox!  :p

- The "auto-target nearest hostile" function gives priority to fighters and bombers over other enemy targets. This is generally useful, as focuses upon the most dangerous threats to you, but it also causes some problems; for example, my wingmen completely ignored an Azrael transport attempting to capture the Ratna in He Who Rides the Tiger in favor of attacking some Seraphim bombers that were several klicks away (my targeting computer also ignored the transport, even though I was right next to it at the time).

- I know this isn't new, but when defending a target, wingmen tend to ignore fighters that attack them directly, which can make it easy for them to be shot down. Is there a way to fix this?

- 64x time compression appears to cause some strange AI behavior, which can significantly affect the outcome of a mission. For instance, wingmen don't seem to be able to shoot down enemy fighters as efficiently. This causes some scripting weirdness in He Who Rides the Tiger; the science cruisers advance so far toward the jump node that when the Abaddon jumps in, it completely overshoots them, causing the Repulse to give a "The Ratna is out of range of the Abaddon" message before the Lambda transport has even docked with it.

- Since there's already a cheat to rearm a given target, can't we add this to the comm options for supply ships?
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Goober5000 on April 07, 2009, 11:20:05 pm
- When your wingmen are given the order to disarm an enemy capital ship, friendly capital ships will stop attacking it entirely. Bug or feature?
Idiosyncrasy.  The "disarm" order toggles the "protect-ship" flag.

Quote
- I know this isn't new, but when defending a target, wingmen tend to ignore fighters that attack them directly, which can make it easy for them to be shot down. Is there a way to fix this?
:wtf:

Quote
- 64x time compression appears to cause some strange AI behavior, which can significantly affect the outcome of a mission. For instance, wingmen don't seem to be able to shoot down enemy fighters as efficiently. This causes some scripting weirdness in He Who Rides the Tiger; the science cruisers advance so far toward the jump node that when the Abaddon jumps in, it completely overshoots them, causing the Repulse to give a "The Ratna is out of range of the Abaddon" message before the Lambda transport has even docked with it.
Solution: Don't use 64x time compression when stuff is happening.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Herra Tohtori on April 07, 2009, 11:27:35 pm
- 64x time compression appears to cause some strange AI behavior, which can significantly affect the outcome of a mission. For instance, wingmen don't seem to be able to shoot down enemy fighters as efficiently.


No ****?

I'd love to see you trying to shoot down enemy fighters accurately at 64x time compression. :lol: Seriously, even computers have their limitations...


Sorry, I just found that amusing. On the topic, nothing seems to be out of place except the voice recognition option being broken, and it's already a known problem.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Rhymes on April 07, 2009, 11:28:57 pm
The only thing you CAN do at x64 is cover a lot of distance REALLY REALLY FAST.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Androgeos Exeunt on April 07, 2009, 11:38:35 pm
The only thing you CAN do at x64 is cover a lot of distance REALLY REALLY FAST.

...and greatly reduce beam damage, if I may be so bold to point that out. :drevil:
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Antares on April 08, 2009, 12:41:05 am
:wtf:

I'll rephrase.  :p

Wingmen protecting a given target have a tendency not to defend themselves against attack; they'll protect whatever they're supposed to be defending, but if the escort fighters themselves are attacked, they'll just ignore the enemy fire until they're blown up.

A short, easy escort mission on which to test this is Crisis in Capella; if your wingmen are ordered to defend the transports, they will do so very single-mindedly, and will often be shot down by the Basilisks that aren't targeting the transports.

EDIT: DORF, knew I was forgetting a good one.

This is a Port-specific bug, but it smells like something wonky in the code, so I'll post it here. In certain missions, apparently those where the ships at the bottom of the list on the ship selection screen are used to outfit your entire squadron (meaning that none remain), the list locks and will no longer scroll up and allow you to select other ships.

Example: Secrets Reborn. Scroll down the available ships and outfit your entire squadron with 12 Lokis, leaving none in reserve. The Loki "slot" at the bottom of the list will remain empty, and the list will no longer scroll back upward, even though other fighters are available for choosing. Can be fixed by dragging any ship from the squadron back onto the list, placing at least one Loki back in reserve. Same behavior on Abandon Hope.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: FUBAR-BDHR on April 08, 2009, 01:02:23 am
If you knew of these problems before the RC stage and they are reproducible then why didn't you post about them then or open a Mantis report on them? 
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Antares on April 08, 2009, 01:09:34 am
Most of this stuff I didn't discover until the past week or so; a couple, like the Endgame loadout bug, I didn't stumble across until tonight. I suspect that some, like the "disarm target" issue and your wingmen being too dumb to actually return fire are issues that date back to retail.

Besides, it'll all be fixed in 3.6.11, just like everything else.  :p
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 08, 2009, 01:56:58 am
Yeah it is expected that as more people start looking at the builds, as is the case with the RCs, more things will get noticed.  Unless they're deal breakers though they'll just get slated for a future release.  Some of these even sound like retail behavior, so there's not much to worry about there.  Hopefully the legitimate concerns do get mantised though.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Mongoose on April 08, 2009, 02:20:58 am
The "wingmen don't defend themselves" issue is definitely something straight out of retail (and retail FS1, for that matter); it's yet another quirk of the game's artificial not-so-intelligence.  As such, it isn't something that can really be "fixed," as it's how the game is supposed to behave.  One can often work around it with wingmate management; alternating orders between protecting a target and engaging the enemy is a decent strategy.  I would be interested in knowing whether or not this was something that tweaking AI profiles could alter, as it might be nice to play a campaign where your wingmen manage to cover their own asses while they're trying to cover someone else's.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: karajorma on April 08, 2009, 02:30:45 am
Allows you to assign a callsign to a ship which then appears on the HUD and in messages instead of/as well as the wing name. So instead of getting messages from Alpha 2 you get them from Iceman or Ghost or whatever.

heeey thats new

The original version has been in the code since the end of 2007. So no. It's not. :p
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: 134th Barracudas on April 08, 2009, 10:05:32 am
I'm testing the build this afternoon. Should I reply here for issues/problems/comments?
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: karajorma on April 08, 2009, 10:11:26 am
Yeah. Although if you find a specific bug you might want to enter that in Mantis too.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: SypheDMar on April 08, 2009, 10:46:32 am
Not sure if it's related to this, but in FreeSpace Port Playing Judas, both the Lucifer and the Eva lack collision.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: 134th Barracudas on April 08, 2009, 12:47:13 pm
Yeah. Although if you find a specific bug you might want to enter that in Mantis too.
Ok, I'll do it. Thanks for helping
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: BlackDove on April 08, 2009, 05:32:13 pm
Here's my RC2 question refined from RC1 thread.

When is multiplayer going to act like PXO did? And is it at all?

What I mean by that;

Official updated missions.

Official allowed updated mods (Media VP's)

Official site where you register.

You get into the game, you type your username/pass in the multi options, then having assorted the files and updated them to the latest ones, you click on the hangar door, you get validated with the room server and dropped into #lobby from where you can go into games, host, etc. where other validation and checking processes (hacked tables data/saving stats) goes on until you finish the game.

Is that ever going to happen?
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: karajorma on April 08, 2009, 05:49:23 pm
That's been possible for ages. The only issue was that the mediaVPs weren't validated since the 3.6.8 ones were meant to be beta. I presume that they will be soon if they haven't been already for the 3.6.10 versions.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 08, 2009, 07:22:24 pm
Yeah we're probably just waiting on the patch to clear up the 3.6.10 issues, which they're waiting on us for I believe.  So the answer is, not long after final.  fs2netd.game-warden.com is already the official site to register and has been.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Zacam on April 08, 2009, 08:32:34 pm
The final release of 3.6.10 will see validation for the final version of 3.6.10 MediaVP's.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Pizzi1 on April 09, 2009, 02:46:43 pm
hi, i am new on this forum :p ...yesterday i have tested this release candidate and i have seen slowdowns in same mission like "the great hunt(a nebula mission in freespace 2)" with the newest "media vp 3.6.10". There is a severe drop of fps  to 20 - 30 too :(
In the past i have used 3.6.9 official release and there are not slowdowns and the performance was ok.
Someone can explain me why there are so few fps?
I have a athlon 7750, geforce 8600 with 256m on board and 4G Ram.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Rhymes on April 09, 2009, 02:50:20 pm
:welcomered:

Try removing the adveffects from the mediavp folders.  If that doesn't work, deselect the mediaVPs altogether.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: squidsquasher on April 09, 2009, 08:02:21 pm
Hey! This may not be the proper place to post this because it is not really specific to this build, but not sure where else - it was something i had hoped this build would fix:

just tried 3.6.10 RC2 and seems like normal maps and GLSL now work on the mac! Bravo! Only problem is: This release still has a weird problem that has been cropping up more and more. Before it was only in 3rd party campaigns, but this is the first time it cropped up in the fs2 campaign (i.e. in Lion at the Door - when the wave of shivan fighters comes in after you have destroyed the freighters and the carthage is on its way). Here's what happens:

When a certain new ship comes into play (its random - sometimes its one ship, sometimes another, sometimes never happens), fps will slow from like 30 to 4 or 5, sometimes even 2 or 0 (no frame updates ever - in this case it does not even show the pause menu when i hit esc and i have to remember how many arrow key presses up or down, then hit return to get out of the mission).

When this new ship comes in, the fps slows when you are looking at the ship, and goes back to normal when you are not. I didn't get to see it with this build because when it happened the ship in question was too far away, but usually the texture of the offending ship is pure white. Then most head animations and hud images of ships go solid green (hud color) as if freespace suddenly cant find a bunch of textures. Its like FS is just no longer loading new textures and freaking out about it. It becomes nearly impossible to finish the mission.

I've tried all sorts of launch command line options, to no avail. Some missions it ALWAYS happens at one point or another no matter how many times i restart. I've tried switching pilots, clearing caches, etc. Right now I am downloading new mediavps and trying that.

I am running OS X 10.5.6 on a Jan 2008 Macbook Pro 2.4GHz with 256MB VRAM. Mediavps 3.6.10

Any ideas?

Thanks!
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Rhymes on April 09, 2009, 08:08:09 pm
Sounds, again, like your computer can't handle the mediaVPs.  Therefore, I tell you this:

Quote
Try removing the adveffects from the mediavp folders.  If that doesn't work, deselect the mediaVPs altogether.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Darklord42 on April 09, 2009, 08:57:27 pm
My MBP is a September 2008 one but I think it is mostly the same hardware.  Does yours have the Nvidia 8600 M 512mb card?  If so,  I can tell you that the game works perfectly fine on my laptop with all Mediavps, and even driver level enhancements like Antialasing set to 16Q and other things.  Never have I seen any slow downs.  Though admittedly I'm using the windows version. But I believe it is the same sourcecode.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Echelon9 on April 09, 2009, 10:31:09 pm
just tried 3.6.10 RC2 and seems like normal maps and GLSL now work on the mac! Bravo! Only problem is...
...
I am running OS X 10.5.6 on a Jan 2008 Macbook Pro 2.4GHz with 256MB VRAM. Mediavps 3.6.10
Unfortunately, this is a known issue with the OpenGL GLSL (shaders) code on OS X. We got GLSL up and working (no more completely white textures), but there are performance issues, as you've noticed.

Simply put, the shaders are like small programs in and of themselves, which are run on the graphics card or should some failing occur, fallback to run on the CPU. Now the graphics card is optimised to run the shaders, and for some currently unknown reason the vertex shaders are falling back to run on the CPU instead when first loaded, killing FPS.

This occurs on hardware we know show be more than capable of running the GLSL shaders, as it works fine on the same Mac when a Windows partition is booted.

It only occurs for a couple of seconds when the model is first rendered on screen, and then the performance returns to expected. I'm still struggling to work out just why it happens, but to be honest, I don't think it will be fixed before 3.6.10. The bug can be tracked in Mantis 1881 (http://scp.indiegames.us/mantis/view.php?id=1881). I'd suggest running with the -no_glsl command line option until it is resolved on Mac.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: squidsquasher on April 10, 2009, 08:24:35 am
understood - however the main problem - that FS loses textures and the whole thing slows to nearly 0 fps, happens even with GLSL turned off, at least in previous builds. I have not tried this one with GLSL turned off yet.

I was using mvcomplete.vp as my mediavps, so i downloaded the separate files version of mediavps 3.6.10 and took out advanced effects. I played "A Lion at the Door" again and the missing textures did not happen - but that does not prove anything. I have yet to try one of the campaigns where it happened all the time since changing this.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 10, 2009, 10:54:14 am
Yeah, for now, whichever works better - either removing the adv_effects or running with -no_glsl (which is a checkbox under Troubleshooting called "Disable GLSL" or something).  We do hope to get this fixed in the near future though, as a major goal was to at least not revert the graphics quality on any platform, even if we couldn't get the shaders working perfectly for all of them.  We got close I think.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Oddgrim on April 10, 2009, 11:30:01 am
awesome , normal maps for me works now , didn't use too before :)
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: squidsquasher on April 10, 2009, 11:32:28 pm
I just played through a mission in Tides of Darkness that used to always have the missing textures problem and it was fine - I did this with 3.6.10 RC2 build, 3.6.10 mediavps minus advanced effects and -no_glsl. Played three other missions too and all was well.

I'll see if the problem crops up again eventually.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Enioch on April 12, 2009, 07:17:42 am
Cutscene bars do not work properly when the mission is a subspace one.  :sigh:

No ships are rendered above and below the 'bar' limits on the screen, but the rotating subspace vortex is still visible (i.e. there are no 'black' bars, it's just that ships are not being rendered where the bars ought to be).

I'm going to Mantis this as well.



Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Pnakotus on April 12, 2009, 07:20:04 pm
Why is something stupid that happened in retail considered okay?  That's ridiculous; wingmen have always been idiots, and there will expressly be no effort to remove the hilarity of watching them drive in a straight line while they get killed?

Disarm toggling protect sounds dumb to me; there's an ignore ship command for that.  What if you want to disarm turrets while caps destroy a ship?  Too bad, can't, RETAIL BEHAVIOUR LOL, why fix it???  :lol:
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 12, 2009, 10:55:44 pm
We can't change the _default_ behavior, but we can always add options to ai_profiles to fix those kinds of issues, when they are pointed out and someone figures out a way to fix them.  Then it's just up to the modder to make use of an alternative ai profile.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Pnakotus on April 13, 2009, 01:42:23 am
That sounds fine (and unless someone rebuilds the FS2 campaign, necessary), but having returned to the forum after many years, the promenience of the 'don't fix it, it was like that in retail' attitude astounds me.  FS2 had serious problems, and the work of everyone involved in SCP has made it far, far better in all kinds of ways totally unrelated to the obvious enhancements. 

In any case, I'm glad to see RC2, and it (somehow) appears to have reduced the frequency of my Nvidia driver crashes (which are not an SCP problem).  Keep up the great work guys!
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 13, 2009, 02:31:42 am
It's not up to us to say which issues the original mission designers were aware of, and intentionally worked around, and which they were unaware of, making it ok to try to 'fix' them even for the retail campaign.  Changing those things changes the retail experience, and that's breaking a golden rule basically.  Retail should play the same now as it did 10 years ago, if you want it to.  There are any number of mods out there that are designed to tweak the retail experience though.  Just try playing with an ai_profiles table that 'fixes' all the issues with things like shield management, missile usage, etc and see if the game breaks anywhere.  In fact, here's one that fixes most of the 'bugs'.  See how the game plays with that.  I threw in newtonian dampening for more realistic flight too.  I left out the scoring stuff.

[attachment deleted by evil Tolwyn]
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Nemesis6 on April 13, 2009, 07:59:05 am
How exactly do I try out that table-thing? Not gonna pretend I understand it because I really don't.

Edit: I put it in MediaVPS/Data/Tables, is that the right place?
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: ARSPR on April 13, 2009, 08:09:38 am
How exactly do I try out that table-thing? Not gonna pretend I understand it because I really don't.

Then DON'T do it or be extremelly careful. You can have very nasty troubles with undesired tables...

A quick guide:
+ Tables go in FS2\whatever_mod_folder\data\tables folder
+ Load that "Fixed Retail Mod" through MOD tab in launcher.
+ If Mediavps are also desired, use the mod.ini feature (you'll have to build a custom one).

PLEASE DON'T PUT THAT TABLE DIRECTLY IN FS2\data\tables BECAUSE I BET YOU'LL FORGET IT THERE AND SOME TIME IN THE FUTURE YOU WILL ASK "WHY THE HELL FS2/THIS MOD/THIS MISSION DOESN'T WORK FINE?"

A long guide: http://www.hard-light.net/wiki/index.php/Portal:Modding
Read and understand FS2 data structure and tables sections.


EDIT-----

If you put it in MediaVPs/data/tables, EVERY time you use Mediavps, or any other mod which uses mediavps as a secondary mod, you will use that table too. REMEMBER THIS SITUATION BECAUSE OF THE PREVIOUS RED WARNING.

I repeat the best way is creating a new mod, using a "mod.ini" file in that mod so it points to mediavps (edit any mod.ini file from any of your installed mods, so you have a good draft of this kind of files). In this way you can easily turn on/off the feature through mod "selecting"
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: The E on April 13, 2009, 08:10:14 am
You could treat it like any other mod. Create a mod folder in your FS2 Directory called AIFix. Then go into that folder, create a "data" folder, go into that and create a "tables" folder, then copy chief's .tbm into it. Then save the following mod.ini in the AIFix folder.
Code: [Select]

[multimod]
primarylist  = ;
secondarylist = mediavps;


...and that's it. You can now select it as a regular mod, and play the FS2 main campaign with it. If you want to try other mods with the altered AI, you can edit their mod.ini's to include AIFix in the "secondarylist = " line.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Mongoose on April 13, 2009, 12:15:33 pm
That sounds fine (and unless someone rebuilds the FS2 campaign, necessary), but having returned to the forum after many years, the promenience of the 'don't fix it, it was like that in retail' attitude astounds me.  FS2 had serious problems, and the work of everyone involved in SCP has made it far, far better in all kinds of ways totally unrelated to the obvious enhancements. 
The other big issue with tweaking retail behavior by default is that the vast majority of user-made campaigns over the years have been balanced in relation to retail FS2 gameplay.  If you make wholesale changes to a mechanic like wingmen behavior, all of a sudden, any number of missions in these campaigns could play either far easier or far harder than they were originally intended to.  And if you wanted to re-balance them, you'd no longer be looking at tweaking just the two retail campaigns, but some two or three dozen of the most-played at the very least; that's not even taking into account the possibility that certain storyline-centric situations couldn't be tweaked without killing the campaign's flow entirely.  The AI extensions and other table changes that the SCP coders have implemented allow for behavior far beyond what the retail game is capable of, but at its core, FS2_Open still allows for and maintains that original experience.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Havner on April 13, 2009, 04:50:23 pm
Found quite a serious issue. Not mantising it, cause it's already there (since more then a year!).

Auto Match speed with a target that's flying slower then yuor max and hit glide (tested with BTRL viper and TBP starfury). You'll reach max A/B speed without consuming A/B energy.

This is very bad for 2 reasons:

1. You can cheat with constantly flying on A/B speed (this is really an issue in TBP/BTRL)
2. You can't glide easily while flying in formation (which is annoying).

This is an issue on official 3.6.10 rc2 binaries. Tried some older 3.6.9 (BTRL) build and it was not there.

http://scp.indiegames.us/mantis/view.php?id=1617
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Zacam on April 13, 2009, 06:15:55 pm
Huh. I remember that issue.

Interesting. I had thought Backslash was still fiddling with it, though honestly I have not been paying attention to it for awhile.

There are some solutions that may possibly be available with Sushi's glide tweaks builds. I suppose I can collaborate the parties in question and see if something tenable comes of it.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: KeldorKatarn on April 14, 2009, 05:14:46 am
The issue of automatically accelerating that much when using match speed and glide together is a problematic bug yes.

However... be aware that the ability to constantly fly on A/B speed with glide once accelerated to that speed in glide more is a feature of Saga and working as designed
for us. If this part of the behavior was changed it would have to be an optional thing, as any total change in this matter would break Saga.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Goober5000 on April 14, 2009, 12:28:52 pm
The issue of automatically accelerating that much when using match speed and glide together is a problematic bug yes.

However... be aware that the ability to constantly fly on A/B speed with glide once accelerated to that speed in glide more is a feature of Saga and working as designed
for us. If this part of the behavior was changed it would have to be an optional thing, as any total change in this matter would break Saga.
:wtf: It's a bug.  You can't design a campaign to rely on buggy behavior.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: KeldorKatarn on April 14, 2009, 01:21:59 pm
I'm not talking about the strange behavior during match speed, I'm talking about being able to hold afterburner speed using glide.
We don't design the campaign around this, this is Wing Commander native behavior so we need it.

Btw.. I'm really begining to lose my patience again with your attitude. All I said was what functionality Saga is relying on and asked you
guys to consider that when fixing this.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Zacam on April 14, 2009, 03:57:51 pm
Being able to glide, AB and then maintain AB speed: That's a given and definitely a useful feature.

The issue is as follows: I throttle to full. I engage glide. I then bring throttle to zero, but as I move the throttle back, my speed continues to ramp up, topping out at AB speed. If I do not touch the throttle, it stays at what ever speed it was at when I engaged glide.

Decreasing the throttle, while I do not expect it to slow the velocity down until I disengage glide, should not convey an increase in glide speed unless I am increasing or employing the AB.

And again, with the match speed, it exhibts the same issue, but without any adjustments to the throttle. It should set an (M) indicator but allow the current glide speed to "stick" and only adjust the throttle once glide is disengaged.

I would almost go so far to say that it would be preferable if the only adjustment that could be made to velocity should be to increase speed by AB only.

And Goob: I don't know if you fully read the portions you quoted before replying.
Quote
"The issue of automatically accelerating that much when using match speed and glide together is a problematic bug yes."
Indicates we are on the same page here.

The behaviour that was asked to be maintained was the ability to either: 1: AB and hit Glide on, staying at the AB speed, or 2: Hit glide and AB to max speed and have it hold once AB was released. THAT part is NOT a bug and should not be counted as such.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Goober5000 on April 14, 2009, 09:43:51 pm
It's a bug because AB is not maximum speed; it's a temporary speed boost.  When the afterburner key is released, or the afterburner fuel runs out, the speed should decrease back to the normal maximum speed.  Staying at the AB speed is like giving the fighter infinite AB fuel.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 14, 2009, 11:18:01 pm
Actually that's kind of the way glide should work.  If you're going full speed + AB when you hit glide, you should keep going that fast, and if you AB while in glide, you should maintain that higher speed when you let off.  Yes it's like infinite AB, but you're moving in a straight line, and that's the way it worked in 3.6.9 I believe.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Goober5000 on April 15, 2009, 12:09:18 am
Oh waitaminnit.  Like Newtonian physics?  Objects in motion tend to stay in motion and all that?

Clearly I'm mixed up on my SCP features...
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Androgeos Exeunt on April 15, 2009, 01:05:23 am
The no-brakes gliding contradicts FS2 physics, though. Keep in mind that killing the engines works as a brake in FS2 when it shouldn't in real space.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 15, 2009, 01:38:24 am
Glide is _supposed_ to contradict FS2 physics, that's the whole point.  Allowing you to keep traveling in one direction, use directional thrust, apply AB to speed up, etc.  Actually I have no idea how afterburner should work once in glide, I mean what if you're not facing straight ahead?  Does it make you go faster along the line you're moving?  That makes 0 sense.  But using it like a thruster would be kind of odd too.  Either way, right now glide means you get free afterburner if you had it down already, and it should stay that way.  But accelerating for no reason is a bug.  Match speed should not cause that, and neither should throttle changes, in fact throttle should pretty much be ignored in glide altogether.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Havner on April 15, 2009, 04:20:04 pm
I just checked 3.6.9, Chief is right, it let you hold AB speed without AB. Glide, hold AB for few secs, release, you keed AB speed. Didn't know that at that time and yes, it seems strange for me as well, here I need to agree with Goober. Let's keep newtonian physics out of here cause we all know we'd be accelerating infintely (as we got inifite fuel :-)).

For me the most logical behaviour would be adding speed vectors when changing direction during glide and applying throttle/AB, but let you achieve AB speed only with AB turned on, otherwise normal ship speed would be maximum. It contradicts newtonian all the way, but whole SCP does that anyway. Leaving it as it is/was (maybe but WCS but you can always make a flag) for me is little bit cheaty. I've caught myself exploiting that in TBP to fly significantly faster to some target in straight line, it's exactly like infinite AB fuel.

As to the second issue, accelerating without throttle/AB with match speed, as we all agreed it's buggy maybe some fast fix for RC3? That would at least give back 3.6.9 behaviour. Eventual glide revamp could follow later (3.6.10+).
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Tolwyn on April 16, 2009, 12:54:50 am
I need to agree with Goober.

Thank goodness I don't have to. :)

Let's keep newtonian physics out of here cause we all know we'd be accelerating infintely (as we got inifite fuel.

Let's just keep it as it is and make any changes optional. Has anybody considered such an option?
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: karajorma on April 16, 2009, 02:01:21 am
Let's just keep it as it is and make any changes optional. Has anybody considered such an option?

Diaspora has. And we're in complete agreement with you that any changes to glide (with the exception of fixing the obvious throttle bug) should be optional.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Tolwyn on April 16, 2009, 03:11:44 am
Thanks for backing me up on this one. I hope that we won't end up with the same mess as with callsign feature. :)
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: karajorma on April 16, 2009, 04:12:41 am
Not a problem, We're probably closer than WCS to a release so changes to like that would be an even bigger problem for us as we'd have much less time to recover from them.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: KeldorKatarn on April 16, 2009, 05:20:03 am
For us it is no matter of time, it is a matter of total break. We have to have WC3 behavior.. if that is taken out we cannot recover from it. If that was the case we'd only have one possibility... open our own branch and compile our own exe.
It's as simple as that... making any significant changes to glide NOT-optional WILL break Saga. I can't understand why anyone discussed what Glide behavior is "RIGHT" when Glide is a feature that was specifically written for Saga. If anyone wants a different behavior, go ahead, but don't touch stuff that was written for Saga as it is.
That's like changing our Javelin missile type or the auto-aiming feature. Any change in any of those features which change the behavior will simply break the MOD.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: karajorma on April 16, 2009, 05:56:35 am
What I mean is that if anyone breaks it we'd have less time than with callsign to put it back. In other words if someone breaks it I'm reverting their changes immediately and they can fix it at their leisure.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Sushi on April 16, 2009, 09:51:28 am
Alright, I just wrote a post on my glide tweaks thread that addresses a lot of the issues discussed here:

http://www.hard-light.net/forums/index.php/topic,62235.msg1231354.html#msg1231354


The TLDR version is that the tweaks I'm planning shouldn't interfere with any existing mods, and should make sure that WCS works the way it wants. Match speed is indeed bugged in glide mode and we should probably just turn it off for now, and the throttle control is a trickier issue. On one hand, it makes sense to allow gradated amounts of forward thrust in glide mode via the throttle mechanism. On the other hand, it also makes sense to have the throttle either disabled during glide mode or still setting "target speed." Maybe an AI Profiles option to control this?


And if there are any changes WRT Glide that need to be made NOW, I can help with that too. I've gotten pretty familiar with that section of code, so if you want me to do anything there, let me know. :)
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 16, 2009, 11:14:09 am
Written for Saga or not, the 3.6.9 behavior has already been used by one released mod, and is probably what's been planning on being used by another mod that will likely be out before WCS.  We have to take those into consideration just as much.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Sushi on April 16, 2009, 11:51:05 am
Which 3.6.9 behavior? I'm a bit confused by this. Aren't both WCS and TBP using 3.6.9? Yet one allows thrust while gliding, and the other does not.

Also, could you please be specific about which mods you are talking about? :)
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: karajorma on April 16, 2009, 11:55:27 am
TBP doesn't use 3.6.9 official. It uses a special version which BtRL also used which mimics the behaviour in 3.6.10.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Tolwyn on April 16, 2009, 01:10:59 pm
Well, as kara said, WCS used 3.6.9 official, which should be the default behaviour in the future.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Sushi on April 16, 2009, 01:11:56 pm
OK. WCS Behavior is "official" and will be the default. So let it be written, so let it be done. :)
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Pizzi1 on April 19, 2009, 05:58:54 am
I have tried to remove all media vp but I continue to see slowdowns when enemy has arrived, somene can help me to resolve this problem or it is a bug of this current release candidate....
For now i am using 3.6.9 in this realease all works ok with no slowdowns


my older post here:
hi, i am new on this forum ...yesterday i have tested this release candidate and i have seen slowdowns in same mission like "the great hunt(a nebula mission in freespace 2)" with the newest "media vp 3.6.10". There is a severe drop of fps  to 20 - 30 too
In the past i have used 3.6.9 official release and there are not slowdowns and the performance was ok.
Someone can explain me why there are so few fps?
I have a athlon 7750, geforce 8600 with 256m on board and 4G Ram.

ps i have seen this problem/bugs in many mission of main freespace campain
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on April 19, 2009, 06:46:40 am
pizz where is your first post?
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: The E on April 19, 2009, 06:50:18 am
Buried on page 2 of this Thread.

Anyway, Pizzi: In the Launcher, under "Features", select "Troubleshoot". Mark the checkbox named "Disable GLSL", and try it again.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Nemesis6 on April 19, 2009, 07:08:41 am
I would actually like to see stuff like cutting the engines not slowing you down. Newtonian physics in Freespace 2 is pretty cool imho, even if they might cause some aberrational behaviour once in a while.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: karajorma on April 19, 2009, 07:14:10 am
Completely the wrong thread to ask for that. :p This thread is for bug reports. Not feature requests.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Pizzi1 on April 19, 2009, 11:43:24 am
Thx "The E"  :P disabling shader support now this rc2 run much better for me and i can re-add some Mediavp.. but i can see again some problem near suns or nebulas background.
Usually, i use for my test a mission named "exodus of force" ,it is the first mission of aeon affairs campaign, this mission is good for a test performance. :P
ah i have tried too a inferno build "Inferno20080525" and i have seen no problem in performance, all work well and i can not see any slowdown near nebula or suns background like the 3.6.9 version.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 19, 2009, 04:30:23 pm
Strange.  I'm not aware of any issues with the G8x chips, I'm running a G92 myself.  I'm guessing you have the latest Nvidia drivers installed?
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Pizzi1 on April 20, 2009, 03:06:42 am
Yes, i have the latest 182.50 nvidia drivers installed
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Zacam on April 21, 2009, 02:13:58 am
Is that 8600 an On-Board, PCI or PCI-E version?

I ask, because the 8600 chipset is available as an Integrated Graphics Controller (IE: Part of the motherboard, not a separate card) so it might help to clarify which of the three we are dealing with.

Also, if it is an Addon card, who is the Vendor? (eVGA, BFG, etc?). If On-Board, on what motherboard?

Answers to these will either deepen the mystery or answer some questions, but these posts might fare better in the support thread if it turns out not being specifically an issue with RC2, so do you have other Nightly Builds that this behaviour also happens on?
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Darklord42 on April 21, 2009, 07:22:12 am
It also may be worth mentioning that I heard that nvidia has been having problems with their latest drivers a short while ago.  May be a good idea to try to roll back just a bit just in case.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Pizzi1 on April 21, 2009, 06:32:17 pm
My graphic card is a 8600 Sparkle PCI-E with 256m ddr3.

I have tested some versions:

- fso-WIN-20080914_r4814                       (I have seen problems)
- fso-20080818_CHIEF_4758                     (the game scroll does dont work well again)
- fso-20080525_CHIEF_4627_PXOFlag      (all work well with no slowdowns and the scroll is good (fluid))

For my test i have used the same condition (driver and game options):P

If it is a driver problem..why with 4627 all work well and with the 4758 i have problems?
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 21, 2009, 08:14:59 pm
There was a major graphics code update between those two versions.  Most people haven't noticed any major issues.  The ones most affected have been those with certain ATI cards and those on OS X.  I have no idea why you would be having any trouble.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Zacam on April 22, 2009, 12:19:01 am
Hmmm. I am running the 182.50 and the Beta 185.66 on the following: 8800 GTS 640, 8800 GT 1024, 9800 GT+ 1024 x2 and a 7800 GTS.

No problems other than no Ambient Occlusion and no DX 10 support on the 7800, naturally.

I have not seen any issues with either driver, but I did have some interesting issues in the Control Panel with 182.06 and 182.08 and other anomolies to the point that I ditched them for the 181.20 (I did not need the Mirrors Edge update in 181.22) until the 182.50's released.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Pizzi1 on April 22, 2009, 03:36:28 am
Thx chief1983 for your response   :), if a devoloper can give me  a access to the versions between 4627 and 4758 i can search the release with the bug and see the change logs.. (i can use a binary search)
I am a long time user of scp freespace engine, but actually with this problems the RC2 release for me is unusable. :(
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 22, 2009, 10:09:59 am
I know where the commit was, that's not really a question.  You can try out the build here (http://www.hard-light.net/forums/index.php/topic,55190.0.html) if you want, that's the first trunk build with the new OpenGL code.  The latest build before that is probably the one from here (http://www.hard-light.net/forums/index.php/topic,55106.0.html).  It should not have the OpenGL updates, but pretty much everything else up to that point.  So if the latter works well for you and the former doesn't, it's something with the original OpenGL Shader Language updates that's causing you trouble.  You might just try running the latest build with the -no_glsl command line option too, that would narrow down faster than testing a bunch of builds.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Pizzi1 on April 22, 2009, 03:13:31 pm
I have just tested the commit 4712 with the -no_glsl flag and the scroll remains pitiful. I can not test the previous versions because the link does not work. :(
I have tested too on my 2nd computer both the rc2 and 4712 commit and everything works fine (athlon 5000 x2, agp 7600 asus with 256MB and 2 GB ram)   :confused:
Could you explain exactly what kind of changes did you do in the rendering engine? you mentioned you changed the shaders, what kind of extensions did you use and what do you use now, also, what would be the relevant commits.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on April 22, 2009, 03:27:56 pm
I have just tested the commit 4712 with the -no_glsl flag and the scroll remains pitiful. I can not test the previous versions because the link does not work. :(
I have tested too on my 2nd computer both the rc2 and 4712 commit and everything works fine (athlon 5000 x2, agp 7600 asus with 256MB and 2 GB ram)   :confused:
Could you explain exactly what kind of changes did you do in the rendering engine? you mentioned you changed the shaders, what kind of extensions did you use and what do you use now, also, what would be the relevant commits.

i know that this isnt really the place but i seem to be chasing your posts around various parts of the forums can you please download this and post the results foer the extensions .....

http://www.realtech-vr.com/glview/ (http://www.realtech-vr.com/glview/)

i would just like to see that all open gl extensions are there and there is not a driver bug
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 22, 2009, 03:46:31 pm
I thought this sounded familiar...

Anyway here's a good link for that build: Scoring Changes 2 build (http://www.freespacefaq.com/Misc-Downloads/Builds/Old/Scoring_Changes_2.7z).  There was a scoring changes 3 that replaced it but I'm not sure it didn't have the graphics stuff merged with it.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Pizzi1 on April 22, 2009, 04:02:51 pm
Thx for new link, this work.... Scoring Changes 2 build work well for me with no problem and it's scroll is ok...  :)
Below i have attached the file with my open gl extension list  :p

[attachment deleted by evil Tolwyn]
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on April 22, 2009, 04:18:42 pm
Thx for new link, this work.... Scoring Changes 2 build work well for me with no problem and it's scroll is ok...  :)
Below i have attached the file with my open gl extension list  :p

ok had a very quick look through , not a thorough one but found this.....
Core features
v1.1 (100 % - 7/7)
v1.2 (100 % - 8/8)
v1.3 (100 % - 9/9)
v1.4 (100 % - 15/15)
v1.5 (100 % - 3/3)
v2.0 (90 % - 9/10)* here as well*
v2.1 (66 % - 2/3) as i can see here lies the problem you should have full 2.1 support
v3.0 (95 % - 20/21)
v3.1 (80 % - 4/5)

GL_ARB_framebuffer_object has the entry point glFramebufferTexturLayer missing!


as far as i know this should be there and if it was im sure it would run faster , but need confirmation of some one else ....

i have a nvidia 7300 on a laptop and i have this extension , you have 175 extensions but i believe you should have more...


have a look at the drivers here they seem to work........

http://www.laptopvideo2go.com/drivers (http://www.laptopvideo2go.com/drivers)
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 23, 2009, 12:32:00 am
andicirk, even my 8800 GTS 512 doesn't fully pass those tests, and I have no problems.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Echelon9 on April 23, 2009, 02:16:38 am
I have just tested the commit 4712 with the -no_glsl flag and the scroll remains pitiful.
...
Could you explain exactly what kind of changes did you do in the rendering engine? you mentioned you changed the shaders, what kind of extensions did you use and what do you use now, also, what would be the relevant commits.
Hrmmm, see that's really interesting as the use of -no_glsl reverts completely to the fixed rendering pipeline (and thus shouldn't use the OpenGL shader code as committed).
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 23, 2009, 02:22:57 am
But the current fixed rendering pipeline does have some differences, or -no_glsl would work perfectly on a mac.  There could be similar issues on Windows as well, we just might not have noticed them yet.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on April 23, 2009, 04:10:41 am
andicirk, even my 8800 GTS 512 doesn't fully pass those tests, and I have no problems.


seriosusly it does not have full  support for 2 and 2.1 i can understand not supporting later 3 and beyond

i ask this because i believe that this support should be in the driver as its newer than my driver, and if there a 2 things missing what else is missing? what can it hurt to try a new driver and see ....
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Zacam on April 23, 2009, 10:05:52 am
My 8800 GT 512 supports all of the extensions listed in GLView.

My 8800 GTS 640 does not support but 1 extension of 3.1 and only 75% of 3.0 under the same drivers.

As long as (for nVidia Cards) NV_vertex_program3 support is present alon with it's dependancies (ARB_vertex_program and NV_vertex_program2_option) and ARB is supported, everything should be fine for shader support.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on April 23, 2009, 10:22:38 am
My 8800 GT 512 supports all of the extensions listed in GLView.

My 8800 GTS 640 does not support but 1 extension of 3.1 and only 75% of 3.0 under the same drivers.

As long as (for nVidia Cards) NV_vertex_program3 support is present alon with it's dependancies (ARB_vertex_program and NV_vertex_program2_option) and ARB is supported, everything should be fine for shader support.


yip buts its not its missing , there is no way that a card much newer than mine is not going to support all of 2 and 2.1 its not possible for me the driver is missing some extensions or is borked .....


Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 23, 2009, 10:29:07 am
Ok, I have the latest stable drivers.  Here's what I see:

100% through 1.5
9/10 on 2.0.  All GL_* is supported, but Shading Language version: 1.10 is listed under unsupported.
2/3 on 2.1.  Same thing, all the extensions are listed as supported, but Shadling language version 1.20 is listed under unsupported.
20/21 on 3.0, same thing again, the shading language version 1.30 is listed under unsupported but all extensions passed.
3/5 on 3.1, 3 extensions passed, GL_ARB_instanced_arrays failed as did Shading language version 1.40.

I have no idea why it says the shading languages are unsupported.  They work just fine with Freespace.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on April 23, 2009, 10:33:57 am
Ok, I have the latest stable drivers.  Here's what I see:

100% through 1.5
9/10 on 2.0.  All GL_* is supported, but Shading Language version: 1.10 is listed under unsupported.
2/3 on 2.1.  Same thing, all the extensions are listed as supported, but Shadling language version 1.20 is listed under unsupported.
20/21 on 3.0, same thing again, the shading language version 1.30 is listed under unsupported but all extensions passed.
3/5 on 3.1, 3 extensions passed, GL_ARB_instanced_arrays failed as did Shading language version 1.40.

I have no idea why it says the shading languages are unsupported.  They work just fine with Freespace.

can you look at the link i posted for drivers and see what the difference is ? its up to you you can always uninstall and reinstall the old ones
maybe its me but i cant see how a 7300 can have more  2 and 2.1 extensions than a much newer card?
 

ps im not trying to be picky im just trying to understand for futur use in helping ppl
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 23, 2009, 10:49:40 am
Well the latest official ones are still the 182.xx series, so that might have something to do with it.  But still, even with the 185.xx AO drivers I remember there were some missing, but those LT2G drivers are probably newer.

Edit:  It looks like there are released beta 185.xx drivers on their website, since the 3rd of this month.  I might try those out and see what changes, but probably after the LAN party this weekend.  Don't want to break what's not broken.

Edit2:  Or not, apparently they've pulled GeForce 8 series support from the 185.xx driver line.  WTF.  The AO driver that was released supported them just fine.  Maybe they'll have it back when it goes final?
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on April 23, 2009, 11:06:17 am
Well the latest official ones are still the 182.xx series, so that might have something to do with it.  But still, even with the 185.xx AO drivers I remember there were some missing, but those LT2G drivers are probably newer.

Edit:  It looks like there are released beta 185.xx drivers on their website, since the 3rd of this month.  I might try those out and see what changes, but probably after the LAN party this weekend.  Don't want to break what's not broken.

Edit2:  Or not, apparently they've pulled GeForce 8 series support from the 185.xx driver line.  WTF.  The AO driver that was released supported them just fine.  Maybe they'll have it back when it goes final?



heres mine...
Code: [Select]
Renderer: GeForce Go 7300/PCI/SSE2
Vendor: NVIDIA Corporation
Memory: 256 MB
Version: 2.1.2
Shading language version: 1.20 NVIDIA via Cg compiler
Max number of light sources: 8
Max viewport size: 4096 x 4096
Max texture size: 4096 x 4096
Max anisotropy: 16
Max samples: 16
Max draw buffers: 4
Max texture coordinates: 8
Max vertex texture image units: 4


Extensions: 144

GL_ARB_color_buffer_float
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_map_buffer_range
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_transpose_matrix
GL_ARB_vertex_array_object
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_Cg_shader
GL_EXT_compiled_vertex_array
GL_EXT_depth_bounds_test
GL_EXT_direct_state_access
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_gpu_program_parameters
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_sRGB
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_copy_depth_to_color
GL_NV_depth_clamp
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program2
GL_NV_fragment_program_option
GL_NV_framebuffer_multisample_coverage
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_NVX_conditional_render
GL_S3_s3tc
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_ARB_buffer_region
WGL_ARB_extensions_string
WGL_ARB_make_current_read
WGL_ARB_multisample
WGL_ARB_pbuffer
WGL_ARB_pixel_format
WGL_ARB_pixel_format_float
WGL_ARB_render_texture
WGL_ATI_pixel_format_float
WGL_EXT_extensions_string
WGL_EXT_swap_control
WGL_NV_float_buffer
WGL_NV_render_depth_texture
WGL_NV_render_texture_rectangle

Core features
v1.1 (100 % - 7/7)
v1.2 (100 % - 8/8)
v1.3 (100 % - 9/9)
v1.4 (100 % - 15/15)
v1.5 (100 % - 3/3)
v2.0 (100 % - 10/10)
v2.1 (100 % - 3/3)
v3.0 (33 % - 7/21)

OpenGL driver version check (Current: 6.14.10.4497, Latest known: 2.1.2):
Latest version of display drivers found
According the database, you are running the latest display drivers for your video card.

Compiled vertex array support
This feature improves OpenGL performance by using video memory to cache transformed vertices.

Multitexture support
This feature accelerates complex rendering such as lightmaps or environment mapping.

Secondary color support
This feature provides an alternate method of coloring specular highlights on polygons.

S3TC compression support
This feature improves texture mapping performance in some applications by using lossy compression.

Vertex array range support
This feature improves performance in some applications by using AGP for dynamic vertex transformation.

Texture edge clamp support
This feature improves texturing quality by adding clamping control to edge texel filtering.

Vertex program support
This feature enables a wide variety of effects via flexible vertex programming (equivalent to DX8 Vertex Shader.)

Fragment program support
This feature enables a wide variety of effects via per pixel programming (equivalent to DX9 Pixel Shader.)

Texture anisotropic filtering support
This feature improves the quality of texture mapping on oblique surfaces.

Occlusion test support
This feature provides hardware accelerated culling for objects.

Point sprite support
This feature improves performance in some particle systems.

OpenGL Shading Language support
This feature enables high level shading language for shaders.

Frame buffer object support
This feature enables render to texture functionality.

Extension verification:
GL_ARB_framebuffer_object has been added to the extensions list of GeForce Go 7300/PCI/SSE2
GL_ARB_half_float_vertex has been added to the extensions list of GeForce Go 7300/PCI/SSE2
GL_ARB_map_buffer_range has been added to the extensions list of GeForce Go 7300/PCI/SSE2
GL_ARB_vertex_array_object has been added to the extensions list of GeForce Go 7300/PCI/SSE2
GL_EXT_color_subtable was not found, but has the entry point glColorSubTableEXT
GL_EXT_copy_texture was not found, but has the entry point glCopyTexSubImage3DEXT
GL_EXT_direct_state_access has been added to the extensions list of GeForce Go 7300/PCI/SSE2
GL_EXT_draw_buffers2 was not found, but has the entry point glDisableIndexedEXT
GL_EXT_draw_buffers2 was not found, but has the entry point glEnableIndexedEXT
GL_EXT_draw_buffers2 was not found, but has the entry point glGetBooleanIndexedvEXT
GL_EXT_draw_buffers2 was not found, but has the entry point glGetIntegerIndexedvEXT
GL_EXT_draw_buffers2 was not found, but has the entry point glIsEnabledIndexedEXT
GL_EXT_paletted_texture was not found, but has the entry point glColorTableEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableParameterfvEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableParameterivEXT
GL_EXT_subtexture was not found, but has the entry point glTexSubImage3DEXT
GL_EXT_texture_swizzle has been added to the extensions list of GeForce Go 7300/PCI/SSE2
GL_EXT_vertex_array_bgra has been added to the extensions list of GeForce Go 7300/PCI/SSE2
GL_KTX_buffer_region has the entry point glBufferRegionEnabledEXT missing!
GL_KTX_buffer_region has the entry point glDeleteBufferRegionEXT missing!
GL_KTX_buffer_region has the entry point glDrawBufferRegionEXT missing!
GL_KTX_buffer_region has the entry point glNewBufferRegionEXT missing!
GL_KTX_buffer_region has the entry point glReadBufferRegionEXT missing!
GL_NV_half_float has the entry point glVertexWeighthNV missing!
GL_NV_half_float has the entry point glVertexWeighthvNV missing!
GL_NV_transform_feedback was not found, but has the entry point glGetIntegerIndexedvEXT
GL_NV_transform_feedback was not found, but has the entry point glGetBooleanIndexedvEXT
WGL_NV_vertex_array_range was not found, but has the entry point wglAllocateMemoryNV
WGL_NV_vertex_array_range was not found, but has the entry point wglFreeMemoryNV
GL_EXT_stencil_clear_tag was not found, but is available in driver version 2.1.0
GL_EXTX_packed_depth_stencil was not found, but is available in driver version 6.14.10.8204
GL_HP_occlusion_test was not found, but is available in driver version 2.1.0
GL_NVX_instanced_arrays was not found, but is available in driver version 2.1.0




ahh isee neither of you have the shading ....   mine says .....shading language version: 1.20 NVIDIA via Cg compiler

Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 23, 2009, 11:54:18 am
Ok, also it turns out I'm running 182.47, and not 182.50 yet.  I must have downloaded it and forgotten to install it.

Code: [Select]

Renderer: GeForce 8800 GTS 512/PCI/SSE2
Vendor: NVIDIA Corporation
Memory: 512 MB
Version: 3.0 NVIDIA 182.47
Shading language version: N/A
Max number of light sources: 8
Max viewport size: 8192 x 8192
Max texture size: 8192 x 8192
Max anisotropy: 16
Max samples: 16
Max draw buffers: 8
Max texture coordinates: 8
Max vertex texture image units: 32


Extensions: 177

GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_depth_buffer_float
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_instanced
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_geometry_shader4
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_map_buffer_range
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_transpose_matrix
GL_ARB_vertex_array_object
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_Cg_shader
GL_EXT_compiled_vertex_array
GL_EXT_copy_buffer
GL_EXT_depth_bounds_test
GL_EXT_direct_state_access
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_shared_exponent
GL_EXT_texture_sRGB
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXTX_framebuffer_mixed_formats
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_copy_depth_to_color
GL_NV_depth_buffer_float
GL_NV_depth_clamp
GL_NV_explicit_multisample
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program2
GL_NV_fragment_program_option
GL_NV_framebuffer_multisample_coverage
GL_NV_geometry_shader4
GL_NV_gpu_program4
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_coverage
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_transform_feedback
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_NVX_conditional_render
GL_S3_s3tc
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_ARB_buffer_region
WGL_ARB_create_context
WGL_ARB_extensions_string
WGL_ARB_make_current_read
WGL_ARB_multisample
WGL_ARB_pbuffer
WGL_ARB_pixel_format
WGL_ARB_pixel_format_float
WGL_ARB_render_texture
WGL_ATI_pixel_format_float
WGL_EXT_extensions_string
WGL_EXT_framebuffer_sRGB
WGL_EXT_pixel_format_packed_float
WGL_EXT_swap_control
WGL_NV_float_buffer
WGL_NV_multisample_coverage
WGL_NV_render_depth_texture
WGL_NV_render_texture_rectangle

Core features
v1.1 (100 % - 7/7)
v1.2 (100 % - 8/8)
v1.3 (100 % - 9/9)
v1.4 (100 % - 15/15)
v1.5 (100 % - 3/3)
v2.0 (90 % - 9/10)
v2.1 (66 % - 2/3)
v3.0 (95 % - 20/21)
v3.1 (60 % - 3/5)

OpenGL driver version check (Current: 3.0 NVIDIA 182.47, Latest known: 7.15.11.8247):
Outdated version of display drivers detected
According the database, you are might be not using the latest version of display drivers for your video card.

No ICD registry entry
The current OpenGL driver doesn't expose the SOFTWARE/Microsoft/Windows (NT)/CurrentVersion/OpenGLDrivers registry entry. Unable to detect the driver version, driver revision name and filename.

Compiled vertex array support
This feature improves OpenGL performance by using video memory to cache transformed vertices.

Multitexture support
This feature accelerates complex rendering such as lightmaps or environment mapping.

Secondary color support
This feature provides an alternate method of coloring specular highlights on polygons.

S3TC compression support
This feature improves texture mapping performance in some applications by using lossy compression.

Vertex array range support
This feature improves performance in some applications by using AGP for dynamic vertex transformation.

Texture edge clamp support
This feature improves texturing quality by adding clamping control to edge texel filtering.

Vertex program support
This feature enables a wide variety of effects via flexible vertex programming (equivalent to DX8 Vertex Shader.)

Fragment program support
This feature enables a wide variety of effects via per pixel programming (equivalent to DX9 Pixel Shader.)

Texture anisotropic filtering support
This feature improves the quality of texture mapping on oblique surfaces.

Occlusion test support
This feature provides hardware accelerated culling for objects.

Point sprite support
This feature improves performance in some particle systems.

OpenGL Shading Language support
This feature enables high level shading language for shaders.

Frame buffer object support
This feature enables render to texture functionality.

Extension verification:
GL_ARB_framebuffer_object has the entry point glFramebufferTexturLayer missing!
GL_EXT_color_subtable was not found, but has the entry point glColorSubTableEXT
GL_EXT_copy_texture was not found, but has the entry point glCopyTexSubImage3DEXT
GL_EXT_paletted_texture was not found, but has the entry point glColorTableEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableParameterfvEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableParameterivEXT
GL_EXT_subtexture was not found, but has the entry point glTexSubImage3DEXT
GL_KTX_buffer_region has the entry point glBufferRegionEnabledEXT missing!
GL_KTX_buffer_region has the entry point glDeleteBufferRegionEXT missing!
GL_KTX_buffer_region has the entry point glDrawBufferRegionEXT missing!
GL_KTX_buffer_region has the entry point glNewBufferRegionEXT missing!
GL_KTX_buffer_region has the entry point glReadBufferRegionEXT missing!
GL_NV_geometry_program4 was not found, but has the entry point glProgramVertexLimitNV
GL_NV_half_float has the entry point glVertexWeighthNV missing!
GL_NV_half_float has the entry point glVertexWeighthvNV missing!
GL_NV_present_video was not found, but has the entry point glGetVideoi64vNV
GL_NV_present_video was not found, but has the entry point glGetVideoivNV
GL_NV_present_video was not found, but has the entry point glGetVideoui64vNV
GL_NV_present_video was not found, but has the entry point glGetVideouivNV
GL_NV_present_video was not found, but has the entry point glPresentFrameDualFillNV
GL_NV_present_video was not found, but has the entry point glPresentFrameKeyedNV
WGL_NV_swap_group was not found, but has the entry point wglBindSwapBarrierNV
WGL_NV_swap_group was not found, but has the entry point wglJoinSwapGroupNV
WGL_NV_swap_group was not found, but has the entry point wglQueryFrameCountNV
WGL_NV_swap_group was not found, but has the entry point wglQueryMaxSwapGroupsNV
WGL_NV_swap_group was not found, but has the entry point wglQuerySwapGroupNV
WGL_NV_swap_group was not found, but has the entry point wglResetFrameCountNV
WGL_NV_vertex_array_range was not found, but has the entry point wglAllocateMemoryNV
WGL_NV_vertex_array_range was not found, but has the entry point wglFreeMemoryNV
WGL_NV_video_output was not found, but has the entry point wglBindVideoImageNV
WGL_NV_video_output was not found, but has the entry point wglGetVideoDeviceNV
WGL_NV_video_output was not found, but has the entry point wglGetVideoInfoNV
WGL_NV_video_output was not found, but has the entry point wglReleaseVideoDeviceNV
WGL_NV_video_output was not found, but has the entry point wglReleaseVideoImageNV
WGL_NV_video_output was not found, but has the entry point wglSendPbufferToVideoNV
GL_HP_occlusion_test was not found, but is available in driver version 2.1.0
GL_NV_framebuffer_multisample_ex was not found, but is available in driver version 2.1.0
GL_NV_texture_compression_latc was not found, but is available in driver version 2.1.0
GL_OES_conditional_query was not found, but is available in driver version 2.1.0

I will probably update to the 182.50 tonight and see if anything changes.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: ARSPR on April 23, 2009, 03:30:02 pm
Ok, I have the latest stable drivers.  Here's what I see:

100% through 1.5
9/10 on 2.0.  All GL_* is supported, but Shading Language version: 1.10 is listed under unsupported.
2/3 on 2.1.  Same thing, all the extensions are listed as supported, but Shadling language version 1.20 is listed under unsupported.
20/21 on 3.0, same thing again, the shading language version 1.30 is listed under unsupported but all extensions passed.
3/5 on 3.1, 3 extensions passed, GL_ARB_instanced_arrays failed as did Shading language version 1.40.

I have no idea why it says the shading languages are unsupported.  They work just fine with Freespace.
Exactly the same here with 8800 GTX & 182.50
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on April 23, 2009, 03:51:21 pm
can some one be brave enough to use the modded drivers on LT2G  and see if there is any improvements or if you get the shader support

as i find it strange but i know jack **** at the end of the day
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 23, 2009, 04:40:59 pm
Like I said, I'm not using anything but stable drivers until after the LAN party this weekend :)
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on April 23, 2009, 05:28:25 pm
ok
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Pizzi1 on April 23, 2009, 05:31:09 pm
 If can help i have made a another opengl extension list, build with spring engine ( a free open source engine http://springrts.com )


[attachment deleted by evil Tolwyn]
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Zacam on April 24, 2009, 11:03:11 pm
Quote from: andicirk
Renderer: GeForce Go 7300/PCI/SSE2
Vendor: NVIDIA Corporation
Memory: 256 MB
Version: 2.1.2

Uh...what? Unrecognized parameter, aborting comprehension.

Quote from: chief1983
Edit2:  Or not, apparently they've pulled GeForce 8 series support from the 185.xx driver line.

Uh...what? Illegal assertion in statement, aborting comprehension.

We're sorry, but the interface known as Zacam has encountered errors, and needs to be shot.

Further, I don't think GLView is fully up to speed. Neither 3.10 or 3.12 is working all that well and fails to find the ICD registry entries that are most definately present (unless run as Administrator), and will randomly tell me N/A for "Shading Language Version".
3.12 supposedly adds a 3.0 OpenGL renderer, but it's novhere to be found.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 24, 2009, 11:35:11 pm
Products supported list from the Nvidia page for the 185.68 beta drivers for Vista64:

Code: [Select]
NVIDIA Driver Downloads
GeForce Driver Release 185 BETA
Version: 185.68
Release Date: April 08, 2009
Operating System: Windows Vista 64-bit
Language: U.S. English
File Size: 114 MB

This driver supports GeForce 9-series, 100-series, and 200-series desktop GPUs.

...

      GeForce GTX 295
      GeForce GTX 285
      GeForce GTX 280
      GeForce GTX 275
      GeForce GTX 260
      GeForce GTS 250
      GeForce GT 140
      GeForce GT 130
      GeForce GT 120
      GeForce 9800 GX2
      GeForce 9800 GTX+
      GeForce 9800 GTX
      GeForce 9800 GT
      GeForce 9600 GT
      GeForce 9600 GS
      GeForce 9600 GSO
      GeForce 9500 GT
      GeForce 9500 GS
      GeForce 9400 GT
      GeForce 9400
      GeForce 9300 GS
      GeForce 9300 GE
      GeForce 9300
      GeForce 9200

However, I found this driver by using the Beta/Archived driver tool, and selecting the 8800 GTS 512.  So according to that, this driver should work for it.  The info page just disagrees with its existence in the search results.

185.68 beta (http://www.nvidia.com/object/winvista_x64_185.68_beta.html)
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Zacam on April 24, 2009, 11:54:13 pm
Hmmm. Apparently, you HAVE to check 8800 GT/GS or 8800 GTS 512 in the drivers to see the 185.xx series.

Wacky. Probably due to the rv9x Die which is shared with the 98xx series.

In fact, my old 8800GT 1024 Akimbo is functionally no different than a 9800 GT 1024. I just couldn't flash it and since I wanted to SLI, by the time I went back to get another Akimbo, I had to buy 2 9800's instead..
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 25, 2009, 03:37:19 am
I assumed it would work because of the shared G92 core as well, but the fact is they've omitted it from the list, perhaps by mistake or perhaps there's some other limitation on the 8800GTS 512.  That or the beta just wasn't recommended for it due to lack of some optimizations or something.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on April 25, 2009, 05:37:00 am
just maybe .... this thread could be cut and glued onto the nvidia drivers thread in support..;;;;;;



Quote from: andicirk
Renderer: GeForce Go 7300/PCI/SSE2
Vendor: NVIDIA Corporation
Memory: 256 MB
Version: 2.1.2

Uh...what? Unrecognized parameter, aborting comprehension.



if you look a little further down the list tou will see the shader language version which doesnt show on chiefs ....


and also the discussion has been based  around that i believe you should not be missing any extensions up to 2.1


chiefs features

Core features
v1.1 (100 % - 7/7)
v1.2 (100 % - 8/8)
v1.3 (100 % - 9/9)
v1.4 (100 % - 15/15)
v1.5 (100 % - 3/3)
v2.0 (90 % - 9/10)   - here
v2.1 (66 % - 2/3)     -here
v3.0 (95 % - 20/21)
v3.1 (60 % - 3/5


if you have a look at mine then im full until this point ...; after that i fail miserably due too the age of my card...

the drivers i used are modded forceware and very stable...




Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on April 29, 2009, 11:52:35 pm
Code: [Select]

Renderer: GeForce 8800 GTS 512/PCI/SSE2
Vendor: NVIDIA Corporation
Memory: 512 MB
Version: 3.0.0
Shading language version: N/A
Max number of light sources: 8
Max viewport size: 8192 x 8192
Max texture size: 8192 x 8192
Max anisotropy: 16
Max samples: 16
Max draw buffers: 8
Max texture coordinates: 8
Max vertex texture image units: 32


Extensions: 178

GL_ARB_color_buffer_float
GL_ARB_depth_buffer_float
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_instanced
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_geometry_shader4
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_map_buffer_range
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_transpose_matrix
GL_ARB_vertex_array_object
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_Cg_shader
GL_EXT_compiled_vertex_array
GL_EXT_depth_bounds_test
GL_EXT_direct_state_access
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_shared_exponent
GL_EXT_texture_sRGB
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXTX_framebuffer_mixed_formats
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_copy_depth_to_color
GL_NV_depth_buffer_float
GL_NV_depth_clamp
GL_NV_explicit_multisample
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program2
GL_NV_fragment_program_option
GL_NV_framebuffer_multisample_coverage
GL_NV_geometry_shader4
GL_NV_gpu_program4
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_coverage
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_shader_buffer_load
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_transform_feedback
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_buffer_unified_memory
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_NVX_conditional_render
GL_S3_s3tc
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_ARB_buffer_region
WGL_ARB_create_context
WGL_ARB_extensions_string
WGL_ARB_make_current_read
WGL_ARB_multisample
WGL_ARB_pbuffer
WGL_ARB_pixel_format
WGL_ARB_pixel_format_float
WGL_ARB_render_texture
WGL_ATI_pixel_format_float
WGL_EXT_extensions_string
WGL_EXT_framebuffer_sRGB
WGL_EXT_pixel_format_packed_float
WGL_EXT_swap_control
WGL_NV_float_buffer
WGL_NV_multisample_coverage
WGL_NV_render_depth_texture
WGL_NV_render_texture_rectangle

Core features
v1.1 (100 % - 7/7)
v1.2 (100 % - 8/8)
v1.3 (100 % - 9/9)
v1.4 (100 % - 15/15)
v1.5 (100 % - 3/3)
v2.0 (90 % - 9/10)
v2.1 (66 % - 2/3)
v3.0 (95 % - 20/21)
v3.1 (0 % - 0/1)

OpenGL driver version check (Current: 3.0.0, Latest known: 7.15.11.8568):
Outdated version of display drivers detected
According the database, you are might be not using the latest version of display drivers for your video card.

No ICD registry entry
The current OpenGL driver doesn't expose the SOFTWARE/Microsoft/Windows (NT)/CurrentVersion/OpenGLDrivers registry entry. Unable to detect the driver version, driver revision name and filename.

Compiled vertex array support
This feature improves OpenGL performance by using video memory to cache transformed vertices.

Multitexture support
This feature accelerates complex rendering such as lightmaps or environment mapping.

Secondary color support
This feature provides an alternate method of coloring specular highlights on polygons.

S3TC compression support
This feature improves texture mapping performance in some applications by using lossy compression.

Vertex array range support
This feature improves performance in some applications by using AGP for dynamic vertex transformation.

Texture edge clamp support
This feature improves texturing quality by adding clamping control to edge texel filtering.

Vertex program support
This feature enables a wide variety of effects via flexible vertex programming (equivalent to DX8 Vertex Shader.)

Fragment program support
This feature enables a wide variety of effects via per pixel programming (equivalent to DX9 Pixel Shader.)

Texture anisotropic filtering support
This feature improves the quality of texture mapping on oblique surfaces.

Occlusion test support
This feature provides hardware accelerated culling for objects.

Point sprite support
This feature improves performance in some particle systems.

OpenGL Shading Language support
This feature enables high level shading language for shaders.

Frame buffer object support
This feature enables render to texture functionality.

Extension verification:
GL_EXT_color_subtable was not found, but has the entry point glColorSubTableEXT
GL_EXT_copy_texture was not found, but has the entry point glCopyTexSubImage3DEXT
GL_EXT_paletted_texture was not found, but has the entry point glColorTableEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableParameterfvEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableParameterivEXT
GL_EXT_subtexture was not found, but has the entry point glTexSubImage3DEXT
GL_KTX_buffer_region has the entry point glBufferRegionEnabledEXT missing!
GL_KTX_buffer_region has the entry point glDeleteBufferRegionEXT missing!
GL_KTX_buffer_region has the entry point glDrawBufferRegionEXT missing!
GL_KTX_buffer_region has the entry point glNewBufferRegionEXT missing!
GL_KTX_buffer_region has the entry point glReadBufferRegionEXT missing!
GL_NV_geometry_program4 was not found, but has the entry point glProgramVertexLimitNV
GL_NV_half_float has the entry point glVertexWeighthNV missing!
GL_NV_half_float has the entry point glVertexWeighthvNV missing!
GL_NV_present_video was not found, but has the entry point glGetVideoi64vNV
GL_NV_present_video was not found, but has the entry point glGetVideoivNV
GL_NV_present_video was not found, but has the entry point glGetVideoui64vNV
GL_NV_present_video was not found, but has the entry point glGetVideouivNV
GL_NV_present_video was not found, but has the entry point glPresentFrameDualFillNV
GL_NV_present_video was not found, but has the entry point glPresentFrameKeyedNV
WGL_NV_vertex_array_range was not found, but has the entry point wglAllocateMemoryNV
WGL_NV_vertex_array_range was not found, but has the entry point wglFreeMemoryNV
WGL_NV_video_output was not found, but has the entry point wglBindVideoImageNV
WGL_NV_video_output was not found, but has the entry point wglGetVideoDeviceNV
WGL_NV_video_output was not found, but has the entry point wglGetVideoInfoNV
WGL_NV_video_output was not found, but has the entry point wglReleaseVideoDeviceNV
WGL_NV_video_output was not found, but has the entry point wglReleaseVideoImageNV
WGL_NV_video_output was not found, but has the entry point wglSendPbufferToVideoNV
GL_HP_occlusion_test was not found, but is available in driver version 2.1.0
GL_NV_framebuffer_multisample_ex was not found, but is available in driver version 2.1.0
GL_NV_texture_compression_latc was not found, but is available in driver version 2.1.0
GL_OES_conditional_query was not found, but is available in driver version 2.1.0

There's the report from the latest beta drivers, from laptopvideo2go (Vista64 185.68).  April 6 on their site, April 9 for the same version on Nvidia's.  Not sure what else you want to know.  Report's basically the same, says I don't have support for any of the shader languages, even though I do, but all the extensions check out.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Tahna Los on May 13, 2009, 01:11:33 am
I too am having problems with the new build.  I think it has to do with any time a ship goes into warp or comes out of warp.

Code: [Select]



fs2_open_3_6_10r-20090112_r5037-Wanderer caused an Access Violation in module fs2_open_3_6_10r-20090112_r5037-Wanderer.exe at 001b:00625663.
Exception handler called in FreeSpace 2 Main Thread.
Error occurred at 5/13/2009 02:10:20.
C:\Games\FreeSpace2\fs2_open_3_6_10r-20090112_r5037-Wanderer.exe, run by Eric.
4 processor(s), type 586.
2048 MBytes physical memory.
Read from location ffffffd4 caused an access violation.

Registers:
EAX=073cc520 CS=001b EIP=00625663 EFLGS=00210282
EBX=06ba5be4 SS=0023 ESP=0012f740 EBP=0000000f
ECX=0000022c DS=0023 ESI=ffffff98 FS=003b
EDX=06ba5b24 ES=0023 EDI=00ad4db0 GS=0000
Bytes at CS:EIP:
8b 46 3c 2b 46 38 8b 5e 2c 2b 5e 28 c1 f8 02 89
Stack dump:
0012f740: 00b81960 ffffffff 073cc520 06ba5b00 00000000 0000000f 45034000 00000016
0012f760: 00000001 00000000 0012f84c 0012f86c 06ba5b24 ffffffff 47c34f80 ffffffff
0012f780: 47c34f80 ffffffff 47c34f80 ffffffff 47c34f80 ffffffff 073cc520 00625d45
0012f7a0: 3f800000 06ba5b24 00000016 0012f84c 0012f86c ffffffff 00410b00 45070800
0012f7c0: 0000022c 00000000 00000003 06ba5b24 0012f924 00000000 00000001 00000000
0012f7e0: 00000016 00410b00 000074a2 41e68300 45070800 0056f867 00bfe168 00ad9810
0012f800: 0062762e 06ba5b24 0000000f 0012f84c 0012f86c ffffffff 00000000 00000000
0012f820: 00ad6e80 00000000 00000000 073cc520 ffffffff 06ba5be4 00000000 00000000
0012f840: ffffffff ffffffff ffffffff 4436e7b3 41e683d9 c4d83035 ffffffff 00ad6e80
0012f860: 00000000 00000000 00000000 bf69c4fe 3ecdefa7 3d87266b 00000000 00000040
0012f880: ffffffff ffffffff ffffffff ffffffff ffffffff ffffffff 00000008 ffffffff
0012f8a0: ffffffff 02950000 ffffffff ffffffff ffffffff ffffffff ffffffff 0001ffff
0012f8c0: 00000008 0012f820 00000000 0012f90c 7c90e920 7c910060 ffffffff 7c91005d
0012f8e0: 006a2581 02950000 00000000 006a25a0 34532f6c 00b81ab0 00000034 00b81b80
0012f900: 006a26e3 0012f8f0 00000034 0012ff20 006aec20 00b81960 ffffffff 00b81ab0
0012f920: 00000000 0012f96c 0057a9dc 0101a080 06ba5b24 0000000f 00000000 00ad6e80
0012f940: 00000000 0012f96c 00000001 00000014 00b81960 00ad6e80 00000001 06ba5b24
0012f960: 0158d750 073cc520 0101a080 0012f9a4 0057fe2b 0000000f 00000000 00000000
0012f980: 00ad6e80 ffffffff 00000000 ffffffff ffffffff ffffffff 00b81960 00000000
0012f9a0: 0101a080 0012f9cc 0057fffc 0000000f 00000000 40041999 0158f7d4 004ea039
0012f9c0: 0000000e 0101a080 00000001 0158d750 004eaddf 00ad6e80 0000000e 3e800000
0012f9e0: 00ad6e80 00ad6ed4 00ad6e80 c4f6fb0c 0000000e 00000000 00027948 004b9172
0012fa00: 00ad6e80 3e800000 00ad6ed4 00ad6e80 c4f6fb0c 00ad6ed4 00ad6e80 c4f6fb0c
0012fa20: 00000000 ffffffff 00000000 0012fa4c 006ca456 00ad4850 00000007 0063afe0
0012fa40: 00000000 00000000 00000000 0012fa88 004b969e 004b9784 004b9796 3e800000
0012fa60: 00000000 00001000 0012fa88 00000000 3e800000 00405dec 00000100 00000001
0012fa80: 0012fa88 009f4f08 00000001 00406617 0000000a 00000002 00000001 ffffffff
0012faa0: 005dfeb4 00000001 00406e88 00000000 0000000a 00000002 00000001 ffffffff
0012fac0: 00000022 0040a7c4 000003e8 004bfee4 0015233e 00000000 0012fb00 0040b38c
0012fae0: 00000020 00000024 7fffffff 7fffffff ffffffff f3e87000 7ffe0000 7c2e9000
0012fb00: 0012ff30 0040b4bf fffffffe 00000000 00000001 475c3a43 73656d61 6572465c
0012fb20: 61705365 00326563 5f327366 6e65706f 365f335f 7230315f 3030322d 31313039
0012fb40: 35725f32 2d373330 646e6157 72657265 6578652e 00000000 00000000 00000000
0012fb60: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fb80: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fba0: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fbc0: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fbe0: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fc00: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fc20: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fc40: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fc60: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fc80: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fca0: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fcc0: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fce0: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fd00: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fd20: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fd40: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fd60: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fd80: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fda0: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fdc0: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fde0: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fe00: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fe20: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fe40: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012fe60: 00000000 00000000 00000000 00000000 029543f0 00000000 0012febc 006b1f75
0012fe80: 02950000 00000000 7c90d80a 7c913416 ffffffff 00000024 0012fea4 00000004
0012fea0: 00000000 ddf0082c 0012feb8 006ab481 029543f4 029543f4 0012fed8 006a2945
0012fec0: df654bd8 dd80498c 006ae8b9 0012fefc 006ab53d 0000000e 0012fefc 006ab717
0012fee0: 00000000 00000000 0012ff08 006ab724 0012ff08 006a1d61 0015233d 0012ff18
0012ff00: 006b3538 00000000 00779a58 02952d98 02951e90 ffffffff 0012fb08 0012f364
0012ff20: 0012ffb0 006f55c0 00776e10 00000000 0012ffc0 006a249e 00400000 00000000
0012ff40: 0015233e 0000000a 345329b0 625f6568 616d7469 7ffdf000 00000044 00154c90
0012ff60: 00154f20 00154c58 00000000 00000000 00000000 00000000 00000000 00000000
0012ff80: 00000000 00000000 00000000 00000000 ffffffff ffffffff ffffffff 0012ffac
0012ffa0: 616d7469 00000000 0012ff48 4732cac5 0012ffe0 006aec20 3436dab8 00000001
0012ffc0: 0012fff0 7c817077 625f6568 616d7469 7ffdf000 8054b6ed 0012ffc8 8653a3c0
0012ffe0: ffffffff 7c839ad8 7c817080 00000000 00000000 00000000 006a2509 00000000

Module list: names, addresses, sizes, time stamps and file times:
C:\Games\FreeSpace2\fs2_open_3_6_10r-20090112_r5037-Wanderer.exe, loaded at 0x00400000 - 4193280 bytes - 496af3df - file date is 1/12/2009 03:40:18
C:\WINDOWS\system32\wrap_oal.dll, loaded at 0x02f20000 - 413696 bytes - 46927487 - file date is 1/13/2009 09:43:28
C:\WINDOWS\system32\OpenAL32.dll, loaded at 0x10000000 - 110592 bytes - 4630e466 - file date is 1/13/2009 09:43:28
C:\WINDOWS\system32\NETAPI32.dll, loaded at 0x5b860000 - 337408 bytes - 48f61b90 - file date is 10/15/2008 12:34:24
C:\WINDOWS\system32\COMCTL32.dll, loaded at 0x5d090000 - 617472 bytes - 4802a0c8 - file date is 4/14/2008 06:41:52
C:\WINDOWS\system32\OPENGL32.dll, loaded at 0x5ed00000 - 713728 bytes - 4802a11a - file date is 4/14/2008 06:42:04
C:\WINDOWS\system32\mslbui.dll, loaded at 0x605d0000 - 25088 bytes - 4802a166 - file date is 4/14/2008 06:42:02
C:\WINDOWS\system32\hnetcfg.dll, loaded at 0x662b0000 - 344064 bytes - 4802a0ca - file date is 4/14/2008 06:41:56
C:\WINDOWS\system32\HID.DLL, loaded at 0x688f0000 - 20992 bytes - 4802a0c5 - file date is 4/14/2008 06:51:44
C:\WINDOWS\system32\GLU32.dll, loaded at 0x68b20000 - 122880 bytes - 4802a0be - file date is 4/14/2008 06:41:56
C:\WINDOWS\system32\atioglxx.dll, loaded at 0x69000000 - 5435392 bytes - 46fdb715 - file date is 9/29/2007 03:23:24
C:\WINDOWS\system32\mswsock.dll, loaded at 0x71a50000 - 245248 bytes - 485bed11 - file date is 6/20/2008 13:46:58
C:\WINDOWS\System32\wshtcpip.dll, loaded at 0x71a90000 - 19456 bytes - 4802a16e - file date is 4/14/2008 06:42:12
C:\WINDOWS\system32\WS2HELP.dll, loaded at 0x71aa0000 - 19968 bytes - 4802a164 - file date is 4/14/2008 06:42:12
C:\WINDOWS\system32\WS2_32.dll, loaded at 0x71ab0000 - 82432 bytes - 4802a163 - file date is 4/14/2008 06:42:12
C:\WINDOWS\system32\WSOCK32.dll, loaded at 0x71ad0000 - 22528 bytes - 4802a170 - file date is 4/14/2008 06:42:12
C:\WINDOWS\system32\DINPUT.dll, loaded at 0x72280000 - 158720 bytes - 4802a0cb - file date is 4/14/2008 06:41:54
C:\WINDOWS\system32\msacm32.drv, loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 3/31/2003 08:00:00
C:\WINDOWS\system32\wdmaud.drv, loaded at 0x72d20000 - 23552 bytes - 4802a12c - file date is 4/14/2008 06:42:46
C:\WINDOWS\system32\DDRAW.dll, loaded at 0x73760000 - 279552 bytes - 4802a0b8 - file date is 4/14/2008 06:41:52
C:\WINDOWS\system32\DCIMAN32.dll, loaded at 0x73bc0000 - 8704 bytes - 4802a0b7 - file date is 4/14/2008 06:41:52
C:\WINDOWS\system32\KsUser.dll, loaded at 0x73ee0000 - 4096 bytes - 4802a0d6 - file date is 4/14/2008 06:41:58
C:\WINDOWS\system32\dsound.dll, loaded at 0x73f10000 - 367616 bytes - 4802a0f6 - file date is 4/14/2008 06:41:54
C:\WINDOWS\system32\MSCTF.dll, loaded at 0x74720000 - 297984 bytes - 4802a12c - file date is 4/14/2008 06:42:00
C:\WINDOWS\system32\msctfime.ime, loaded at 0x755c0000 - 177152 bytes - 49a77286 - file date is 2/27/2009 00:56:38
C:\WINDOWS\system32\IMM32.DLL, loaded at 0x76390000 - 110080 bytes - 4802a0e7 - file date is 4/14/2008 06:41:56
C:\WINDOWS\system32\WINMM.dll, loaded at 0x76b40000 - 176128 bytes - 4802a13c - file date is 4/14/2008 06:42:10
C:\WINDOWS\system32\WINTRUST.dll, loaded at 0x76c30000 - 176640 bytes - 4802a12a - file date is 4/14/2008 06:42:10
C:\WINDOWS\system32\IMAGEHLP.dll, loaded at 0x76c90000 - 144384 bytes - 4802a0d8 - file date is 4/14/2008 06:41:56
C:\WINDOWS\system32\rtutils.dll, loaded at 0x76e80000 - 44032 bytes - 4802a10f - file date is 4/14/2008 06:42:06
C:\WINDOWS\system32\rasman.dll, loaded at 0x76e90000 - 61440 bytes - 4802a103 - file date is 4/14/2008 06:42:04
C:\WINDOWS\system32\TAPI32.dll, loaded at 0x76eb0000 - 181760 bytes - 4802a115 - file date is 4/14/2008 06:42:08
C:\WINDOWS\system32\rasapi32.dll, loaded at 0x76ee0000 - 237056 bytes - 4802a0ff - file date is 4/14/2008 06:42:04
C:\WINDOWS\system32\CLBCATQ.DLL, loaded at 0x76fd0000 - 498688 bytes - 4802a0b9 - file date is 4/14/2008 06:41:52
C:\WINDOWS\system32\COMRes.dll, loaded at 0x77050000 - 792064 bytes - 4802a0ce - file date is 4/14/2008 06:41:52
C:\WINDOWS\system32\OLEAUT32.dll, loaded at 0x77120000 - 551936 bytes - 4802a112 - file date is 4/14/2008 06:42:04
C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.5512_x-ww_35d4ce83\comctl32.dll, loaded at 0x773d0000 - 1054208 bytes - 4802a094 - file date is 4/14/2008 06:42:52
C:\WINDOWS\system32\ole32.dll, loaded at 0x774e0000 - 1287168 bytes - 4802a111 - file date is 4/14/2008 06:42:04
C:\WINDOWS\system32\SETUPAPI.DLL, loaded at 0x77920000 - 985088 bytes - 4802a10b - file date is 4/14/2008 06:42:06
C:\WINDOWS\system32\CRYPT32.dll, loaded at 0x77a80000 - 599040 bytes - 4802a0d7 - file date is 4/14/2008 06:41:52
C:\WINDOWS\system32\MSASN1.dll, loaded at 0x77b20000 - 57344 bytes - 4802a126 - file date is 4/14/2008 06:42:00
C:\WINDOWS\system32\midimap.dll, loaded at 0x77bd0000 - 18944 bytes - 4802a0ec - file date is 4/14/2008 06:41:58
C:\WINDOWS\system32\MSACM32.dll, loaded at 0x77be0000 - 71680 bytes - 4802a117 - file date is 4/14/2008 06:42:00
C:\WINDOWS\system32\VERSION.dll, loaded at 0x77c00000 - 18944 bytes - 4802a11d - file date is 4/14/2008 06:42:10
C:\WINDOWS\system32\msvcrt.dll, loaded at 0x77c10000 - 343040 bytes - 4802a188 - file date is 4/14/2008 06:42:02
C:\WINDOWS\system32\ADVAPI32.dll, loaded at 0x77dd0000 - 617472 bytes - 49901d48 - file date is 2/9/2009 08:10:48
C:\WINDOWS\system32\RPCRT4.dll, loaded at 0x77e70000 - 584704 bytes - 4802a106 - file date is 4/14/2008 06:42:06
C:\WINDOWS\system32\GDI32.dll, loaded at 0x77f10000 - 286720 bytes - 49006fbe - file date is 10/23/2008 08:36:14
C:\WINDOWS\system32\SHLWAPI.dll, loaded at 0x77f60000 - 474112 bytes - 4802a116 - file date is 4/14/2008 06:42:06
C:\WINDOWS\system32\Secur32.dll, loaded at 0x77fe0000 - 56832 bytes - 4988a20b - file date is 2/3/2009 15:59:08
C:\WINDOWS\system32\kernel32.dll, loaded at 0x7c800000 - 989696 bytes - 49c4f482 - file date is 3/21/2009 10:06:58
C:\WINDOWS\system32\ntdll.dll, loaded at 0x7c900000 - 714752 bytes - 49901d48 - file date is 2/9/2009 08:10:48
C:\WINDOWS\system32\SHELL32.dll, loaded at 0x7c9c0000 - 8461312 bytes - 48580a39 - file date is 6/17/2008 15:02:20
C:\WINDOWS\system32\USER32.dll, loaded at 0x7e410000 - 578560 bytes - 4802a11b - file date is 4/14/2008 06:42:10
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Jeff Vader on May 13, 2009, 01:17:34 am
I too am having problems with the new build.

Code: [Select]
fs2_open_3_6_10r-20090112_r5037-Wanderer.exe
Uh, you seem to have problems with a bit old Wanderer build.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Tahna Los on May 13, 2009, 01:19:25 am
Odd.  I had it pointing to the RC2.

I repointed it and it appears to be ok.  Thanks
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Rodo on May 13, 2009, 09:10:55 pm
sorry for this but I seem to be unable to get a mantis account registered so I can't post it there, maybe some of you can check this minor issue:

When you make a complete wing jump out at some point the "wingmen" gauge that shows the dots for every ship seems to fail and lists some of the ships as not departed, checked if it fails because the ship is not being recognized by the game as departed but that's not the case, so I have no clue at all why this happens.
It is also kinda difficult to reproduce since it doesn't happen that often, but I've noticed that it's more likely to run into this when you are playing the mission with the time multiplier active, or if you have used it at any time in the mission before the wing jumps out.

it's not a critical thing for sure but thought I should report it anyway.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on May 18, 2009, 02:21:50 pm
just a quick one as i cant find an appropriate forum , how far away is the RC3   

Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: karajorma on May 18, 2009, 04:13:54 pm
Minus two weeks away based on what I was told. :p
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on May 18, 2009, 04:18:38 pm
thats great news .......
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on May 18, 2009, 05:01:26 pm
Actually that was supposed to be final, hopefully RC3 is out sooner, but if it's not got anything wrong it will probably be rereleased as Final :)
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on May 18, 2009, 05:11:39 pm
youvemade me feel all warm and throbby
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: TigrisJK on May 19, 2009, 06:57:54 pm
Working widescreen!
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: colecampbell666 on May 19, 2009, 07:38:32 pm
...For a long time.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on May 19, 2009, 07:51:40 pm
Stop teasing noobs cole, he's only got 38 posts
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: colecampbell666 on May 19, 2009, 07:52:44 pm
So by that logic you're more of a n00b than me?
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Flipside on May 19, 2009, 07:54:00 pm
Heh, I didn't know it worked either, but then, I still have a CRT monitor ;)
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on May 20, 2009, 10:17:19 am
I never said the inverse was true, I'm just referring to exceptionally low postcount, it's not an absolute scale.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: dragonsniper on May 20, 2009, 06:40:09 pm
Just out of curiosity, when will it work in fullscreen mode again? Thanks.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: colecampbell666 on May 20, 2009, 06:48:28 pm
When will what work? Uncheck "Run in window" on the features tab.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: dragonsniper on May 20, 2009, 09:29:52 pm
It runs in a smaller window than normal, instead of filling the monitor. Unchecking "run in window" didn't change anything. Not a huge deal anyways.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on May 21, 2009, 09:52:50 am
So it's just surrounded by black?  Are you running on an LCD in a smaller-than-native resolution?  And maybe disabled the automatic stretch to fit feature on your monitor?  If so try fixing that or increasing the game's resolution to the native resolution of your monitor.  If you mean it's in a regular window, even with it unchecked, well that's odd.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Fineus on May 21, 2009, 12:44:26 pm
Well I realize I'm a bit late in joining the fray but I wanted to pop by and say a big well done to everyone working on this. I just reinstalled FS2 and set everything up as the various threads around here have directed and... wow! I'm stunned, you wouldn't recognize the game compared with a vanilla install. You should all be proud. Keep it up! :D
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on May 21, 2009, 01:36:00 pm
just a dumb question , is voice ever going to be put back in to the release candidate at any point soon?
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on May 21, 2009, 01:49:42 pm
As soon as I get RC3 out it should have most of those issues fixed.  Problem is I've been on a Scrubs binge lately, busy at work, and spending a lot of time with my buddy who's shipping off to boot camp next week for 6 months.  So, just bear with me for a bit here, and I'll see what I can make happen.  I might not get RC3 out for each platform at the same time, but whatever I can get cranked out within the next couple of weeks.  Most of the changes were voice stuff related anyway I think so the other platforms won't even change that much.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on May 21, 2009, 02:09:24 pm
thanks chief
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: dragonsniper on May 21, 2009, 05:10:20 pm
So it's just surrounded by black?  Are you running on an LCD in a smaller-than-native resolution?  And maybe disabled the automatic stretch to fit feature on your monitor?  If so try fixing that or increasing the game's resolution to the native resolution of your monitor.  If you mean it's in a regular window, even with it unchecked, well that's odd.
The game runs, and I can see the desktop, or whatever else I was previously working on in the background.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on May 21, 2009, 05:23:20 pm
screenshot please, and can you post your launcher command line
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: dragonsniper on May 21, 2009, 05:27:05 pm
Is this the command line?

Quote
C:\games\freespace2\fs2_open_3_6_10r.exe -mod fsport -spec -glow -env -missile_lighting -normal -3dshockwave -dualscanlines -targetinfo -orbradar -3dwarp -warp_flash -snd_preload -window -show_mem_usage
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: colecampbell666 on May 21, 2009, 05:30:16 pm
And dude, take out the -window command to get it out of windowed mode.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: dragonsniper on May 21, 2009, 05:33:17 pm
Do I go into the registry editor for that?
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on May 21, 2009, 05:39:09 pm
you can do it in the launcher if you use one   its in features/devtools/run in window
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: dragonsniper on May 21, 2009, 05:41:59 pm
Thanks. I thought I had unchecked that in the past. I guess not.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on May 21, 2009, 05:45:00 pm
And try using the RC2 build , its the latest stable build as such ....
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: dragonsniper on May 21, 2009, 05:47:53 pm
I have it. Thanks for the help.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Metallix on May 23, 2009, 04:04:34 am
I just downloaded the new builds but I can't get the Launcher 5.5d, the link is down. I search everywhere but couldn't find another link. Can you help me ?
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on May 23, 2009, 04:08:45 am
In the meantime... (http://swc.fs2downloads.com/files/Launcher55d.rar)
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Metallix on May 23, 2009, 04:11:40 am
Thanks !!
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Pizzi1 on May 27, 2009, 06:36:52 am
Hi again, any solution or hint about my opengl problem?  :P
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: colecampbell666 on May 28, 2009, 04:28:39 pm
Could it be something on your end? A piece of software messing with some FSO-specific thing?
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on May 28, 2009, 04:30:57 pm
quick question about 2 things...;;

not hassling but is rc3 getting nearer and will it be neccesary to update the launcher soon?
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on May 28, 2009, 07:28:30 pm
_very_ near, and yes.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Trivial Psychic on May 28, 2009, 11:03:57 pm
RC3 IS available... to those of us who know where to snoop.  :drevil:
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: captain-custard on May 29, 2009, 04:42:24 am
takes out the waterboard , and starts questioning...Trivial Psychic
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Herra Tohtori on May 29, 2009, 10:14:02 am
takes out the waterboard , and starts questioning...Trivial Psychic

Hint: 162
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: colecampbell666 on May 29, 2009, 04:09:07 pm
Hint: 162 doesn't have it. Unless it's another board. 723 doesn't exist. (phone numbers)
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Trivial Psychic on May 29, 2009, 10:50:43 pm
Here's a hint:  If you wish to snoop for it, start with RC2.  ;)
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Rhymes on May 29, 2009, 11:22:30 pm
Don't do this. Please.  Make it nice and simple.  :sigh:
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Droid803 on May 30, 2009, 12:04:28 am
It's probably in the SVN though you'll have to compile it yourself or something. :sigh:
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on May 30, 2009, 12:16:17 am
If you did run across it, I wouldn't trust what you'd gotten.  There's a reason it wasn't posted on the forums yet.  Anyway, be sure to check back in a bit.
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: Trivial Psychic on May 30, 2009, 10:13:11 pm
I checked again and saw that it had been updated, so I re downloaded.  Of course, I don't actually play anymore.  <tangent> Having a one-year-old girl crawling around the apartment means that I can't really devote all my attention to blasting Shivans anymore.  I'm also concerned for the safety of my x52, which has been stowed safely in its box since I moved over a year ago. </tangent>
Title: Re: 3.6.10 Release Candidate 2 (RC2) Now Available!
Post by: chief1983 on May 31, 2009, 12:26:27 am
My x45, Momo Force, and Flight Sim Yoke/Pro Pedals are packed away until I get some stuff squared away in RL.  Then I'll bust it all back out and work on that sim chair I've been dieing to build for a while now.