Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: redmenace on December 09, 2005, 01:48:53 am

Title: Re: CVS Builds
Post by: redmenace on December 09, 2005, 01:48:53 am
Updated!
CVS as of 12/09/05
Some Important Comments:
Title: Re: CVS Builds
Post by: redmenace on December 12, 2005, 06:06:06 pm
Updated!
CVS as of 12/12/05
Some Important Comments:
Title: Re: CVS Builds
Post by: redmenace on December 13, 2005, 05:55:08 am
Updated!
CVS as of 12/13/05
Some Important Comments:
Title: Re: CVS Builds
Post by: phreak on December 14, 2005, 02:08:48 am
The next CVS build should contain a beam fix where exit explosions for beams are now visible, so they're not crappy looking.  This is in response to this picture: http://www.duke.edu/~cek6/cover_redux.jpg
Title: Re: CVS Builds
Post by: redmenace on December 14, 2005, 05:44:07 am
Updated!
CVS as of 12/14/05
Some Important Comments:
Title: Re: CVS Builds
Post by: redmenace on December 15, 2005, 06:47:27 pm
Updated!
CVS as of 12/15/05
Some Important Comments:
Title: Re: CVS Builds
Post by: Trivial Psychic on December 16, 2005, 01:00:54 pm
The 12/15 build debug FRED is giving me some error messages that certain TBP ballistic-enabled ships don't have a pbank cappacity, but there's no ballistic weapons in the tables, and no entries in the ships being reported, that are for ballistic primaries.  This doesn't happen with 12/14.
Title: Re: CVS Builds
Post by: redmenace on December 16, 2005, 02:17:28 pm
Yah, there are alot of problems with CVS right now. I need to submit some of these to Mantis. TP, go ahead and submit a mantis bug report.
Title: Re: CVS Builds
Post by: Cobra on December 16, 2005, 03:18:23 pm
the only thing i have trouble with is the -img2dds bug, which won't work with D3D nor OGL.
Title: Re: CVS Builds
Post by: Fenrir on December 17, 2005, 03:56:36 am
I just have one thing I've been wondering about for some time. Months ago before the whole reworking of the species thing, engine glows looked all pretty and had these big glows that stuck out like in these screenies:
http://fs2source.warpcore.org/wmcscreenies/desperation/fightingback.png
http://img362.imageshack.us/img362/8695/fs2openrsw20051215160040876db.jpg

When the thrusters came back into CVS, I couldn't help notice that engines would still glow and all, but those trail effects were gone entirely, like these shots:
http://img214.imageshack.us/img214/2227/fs2openrp420051101200511092127.jpg
http://img461.imageshack.us/img461/9700/satis0hg.jpg
(On that last one the same trail on the Blockade Runner in the SW pics should be visible from that angle, but it doesn't exist).

Is this something that's a CVS issue or have I just misplaced a few things? I've been meaning to ask this for a long time since I've never seen it brought up anywhere...
Title: Re: CVS Builds
Post by: MetalDestroyer on December 17, 2005, 10:07:30 am
I'm wondering if you 'll increase the number of asteroids. Because, I'm limited to 256. I would enjoy to make some crazy mission into a real asteroid belt like SW : The Empire Strikes Back.
Title: Re: CVS Builds
Post by: redmenace on December 17, 2005, 03:37:25 pm
Updated!
CVS as of 12/17/05
Some Important Comments:
Title: Re: CVS Builds
Post by: Trivial Psychic on December 18, 2005, 11:31:48 am
On the lighter side... no more imagined ballistic primary bank cappacity error messages in debug.
Title: Re: CVS Builds
Post by: Cobra on December 18, 2005, 05:49:12 pm
wait, you fix the tech room but now it's screwed up again? :wtf:
Title: Re: CVS Builds
Post by: redmenace on December 18, 2005, 05:55:10 pm
eh at this point I am not sure. If you have pilot problems, delete all pilot related files.
Title: Re: CVS Builds
Post by: redmenace on December 18, 2005, 05:59:10 pm
Updated!
CVS as of 12/18/05
Some Important Comments:
Title: Re: CVS Builds
Post by: Whitelight on December 18, 2005, 11:44:07 pm
Way, cool  :D

New builds to play with every time I come here..  ;7

Thanks Redmenace and the scp team.  :D

Have a safe and happy holiday... Merry Christmas to all.  ;)
Title: Re: CVS Builds
Post by: Moonsword on December 19, 2005, 03:43:16 pm
Uhm, the launcher's spitting back an error.  Something about "flag file not found" but it's not doing this for the 3.6.7 build.

Any ideas?

EDIT: And now it's not.  I guess it sorted itself out when I loaded the 3.6.7 build.  Whatever.
Title: Re: CVS Builds
Post by: Cobra on December 19, 2005, 03:50:25 pm
install OpenAL v1.1. :p
Title: Re: CVS Builds
Post by: karajorma on December 19, 2005, 04:14:30 pm
A bunch of the old flags have been made obsolete. The launcher will detect this the first time you run it and then remove them from the list.

Nothing really to worry about but if you go back to an older build have a looksee what got turned off.
Title: Re: CVS Builds
Post by: Cobra on December 19, 2005, 04:17:14 pm
"Every freakin' time!"
Title: Re: CVS Builds
Post by: phreak on December 21, 2005, 12:51:38 am
I put a new toy in FRED.  Check the background editor for details once the new CVS builds are ready.

You will worship me for this.
Title: Re: CVS Builds
Post by: chinaman on December 21, 2005, 04:45:19 am
 :confused: December 18 build....... weapons (missiles) does not appear attached to the fighter model in game anymore. It displays fine in the official build 3.6.7, was there any new table changes introduced prior to this release ? please kindly post the most up to date tables please. thx   
Title: Re: CVS Builds
Post by: Wanderer on December 21, 2005, 05:03:39 am
:confused: December 18 build....... weapons (missiles) does not appear attached to the fighter model in game anymore. It displays fine in the official build 3.6.7, was there any new table changes introduced prior to this release ? please kindly post the most up to date tables please. thx
This one has already been Mantised and resolved.. Reason was change in the name of the entries $Show Weapon Models: -> ($Show Primary Models: &) $Show Secondary Models: most likely for better XMT functionality. Fixed reference is in FSwiki (http://www.hard-light.net/wiki/index.php/Ships.tbl). So if you are capable of making those changes to your tables on your own please do so. I can not post new tables as i have no idea what models & mods you have been using.
Title: Re: CVS Builds
Post by: chinaman on December 21, 2005, 05:54:10 am
Ay yayayyy...... this means I have to re-check me ship table  :sigh: thanks man  :)
Title: Re: CVS Builds
Post by: redmenace on December 21, 2005, 07:05:23 am
when I get to work I will update this thread.
Title: Re: CVS Builds
Post by: redmenace on December 21, 2005, 09:07:05 am
Updated!
CVS as of 12/20/05
Some Important Comments:
Title: Re: CVS Builds
Post by: starfox on December 21, 2005, 09:27:40 am
ummm...latest FRED2 builds (12/20/05) are not found.
It gives me that 404 error

Or are they uploaded yet ?
Title: Re: CVS Builds
Post by: phreak on December 21, 2005, 12:52:18 pm
They were there, but the filenames were wrong.  I corrected the filenames on the FTP.
Title: Re: CVS Builds
Post by: redmenace on December 21, 2005, 01:03:43 pm
What were they named?
Title: Re: CVS Builds
Post by: phreak on December 21, 2005, 01:13:58 pm
12202005-* instead of 20051220-*
Title: Re: CVS Builds
Post by: redmenace on December 21, 2005, 01:31:04 pm
lol, sleep deprivation
Title: Re: CVS Builds
Post by: Cobra on December 21, 2005, 01:51:13 pm
can you check the sound system for this? i get a lot of stuttering in the briefings and debriefings, and the music stops after the second stutter.
Title: Re: CVS Builds
Post by: Ransom on December 21, 2005, 02:17:40 pm
I put a new toy in FRED.  Check the background editor for details once the new CVS builds are ready.

You will worship me for this.
Ooh, very nice.

FRED crashes when I try to use it though.
Title: Re: CVS Builds
Post by: karajorma on December 21, 2005, 02:40:14 pm
Worked fine for me. Yay! One less reason to ever use nodepad! :)
Title: Re: CVS Builds
Post by: Cobra on December 21, 2005, 02:48:21 pm
oh yeah, the texture replacement option crashes FRED. :p
Title: Re: CVS Builds
Post by: karajorma on December 21, 2005, 03:52:59 pm
No it doesn't. Not always.

Just tried it 5 or 6 times in a row and the only time it crashed was when I attempted to import from a mission that included backgrounds that weren't in the stars.tbl for the mod I was using (and even then it wasn't consistant. Trying to import the standard FS2 backgrounds into a mission using Lightspeeds nebs simply resulted in a black background). 
Title: Re: CVS Builds
Post by: Ransom on December 21, 2005, 04:11:42 pm
Ah. It only seems to work if you load missions from the same data folder that FRED's loaded from. Otherwise it crashes, even if the missions aren't using nebs that aren't in the loaded stars.tbl.
Title: Re: CVS Builds
Post by: karajorma on December 21, 2005, 04:32:35 pm
Nope that's not it. I loaded a copy of FRED that used my SoR folder and MediaVPs folder and then imported a mission from a third folder and it didn't crash.

Something else is causing the crashes.
Title: Re: CVS Builds
Post by: Ransom on December 21, 2005, 05:01:39 pm
Hmm. Well if I load FRED with no mods, I can import backgrounds from the base data/missions folder fine, but I can't load any from a mod folder that has no stars.tbl in it. And if I load FRED with that mod, I can load missions from that mod's mission folder but not from the base missions folder.
Title: Re: CVS Builds
Post by: Cobra on December 21, 2005, 05:42:25 pm
No it doesn't. Not always.

oh, i'm sorry, the first 14 times are supposed to work then?
Title: Re: CVS Builds
Post by: WMCoolmon on December 21, 2005, 06:38:48 pm
No it doesn't. Not always.

oh, i'm sorry, the first 14 times are supposed to work then?

If you haven't made a bug report, you're wasting your time. If you have made a bug report, then I hope you were more accurate with your description. Exaggeration and sarcasm are not helpful in fixing bugs.
Title: Re: CVS Builds
Post by: Cobra on December 21, 2005, 06:41:00 pm
no, it wasn't exaggeration, i actually tried 14 times. ;)

anyway, i mantised this problem and the stuttering errors too.
Title: Re: CVS Builds
Post by: phreak on December 21, 2005, 07:41:58 pm
Ok i put in some extra error catching code for the background import.  Have fun.
Title: Re: CVS Builds
Post by: redmenace on December 21, 2005, 11:12:09 pm
Updated!
CVS as of 12/21/05
Some Important Comments:
Title: Re: CVS Builds
Post by: Ransom on December 22, 2005, 12:50:25 am
Background importing is working fine for me now. Whee
Title: Re: CVS Builds
Post by: karajorma on December 22, 2005, 01:57:59 am
Hmm. Well if I load FRED with no mods, I can import backgrounds from the base data/missions folder fine, but I can't load any from a mod folder that has no stars.tbl in it. And if I load FRED with that mod, I can load missions from that mod's mission folder but not from the base missions folder.

That sounds more like the cause. My tests would have included the media.vp Stars.tbl. I knew between us we could work it out :)
Title: Re: CVS Builds
Post by: Singh on December 22, 2005, 05:50:17 am
Still no music for me :(

I hate this.....cant play the main campaign again without the music of Freespace. Sux...

And yes,  did remove the ogg files, tried swapping everything, including tables - no go :(

Edit: openal doesnt fix the problem either. is it supposed to download, execute and just say installation complete?
Title: Re: CVS Builds
Post by: MetalDestroyer on December 22, 2005, 06:15:17 am
There is possible to implement the XWA weapons behavior ? I mean the laser are all focus on the reticule target and not be fired like Fs2 where all shots go straight away.
Title: Re: CVS Builds
Post by: kasperl on December 22, 2005, 08:06:13 am
Possible bug:
Latest build, MVP368 beta

fs2_open_r-20051221.exe -spec -glow -jpgtga -mipmap -2d_poof -missile_lighting -ship_choice_3d -snd_preload -env -alpha_env -fps  -allslev -mod "D:\FreeSpace\SCP schoon\MVP368" -mod "D:\FreeSpace\SCP schoon\Homesick"

OGL, 1280*1024.
Windows XP Home
1GB DDR RAM
Radeon 9800 Pro
AMD 64 3000+ (2Ghz)

Aside from the mod commandline not working with relative paths, or not working at all, the textures behave oddly. In the Homesick campaign, in the first mission the Deimos was ok, the second it had some textures replaced by white, and in the third the previously white textures were covered in Vasudan maps. I wish I could provide screenies, but pressing prt-scrn in OGL only gave me a slight puase in gameplay, but I couldn't find any actual files in the freespace dir.

Also, the turquoise background in OGL is back. Want that in Mantis?
Title: Re: CVS Builds
Post by: taylor on December 22, 2005, 10:38:35 am
fs2_open_r-20051221.exe -spec -glow -jpgtga -mipmap -2d_poof -missile_lighting -ship_choice_3d -snd_preload -env -alpha_env -fps  -allslev -mod "D:\FreeSpace\SCP schoon\MVP368" -mod "D:\FreeSpace\SCP schoon\Homesick"
First off, using absolute paths is naughty in the first place. Mods are only supposed to be relative to the current directory and that's how the code uses them.  Also you can't use two -mod options or it won't work correctly, only the last -mod will get used and any others will be ignored.

In the Homesick campaign, in the first mission the Deimos was ok, the second it had some textures replaced by white, and in the third the previously white textures were covered in Vasudan maps. I wish I could provide screenies, but pressing prt-scrn in OGL only gave me a slight puase in gameplay, but I couldn't find any actual files in the freespace dir.
More and more people keep complaining about the missing textures but I haven't seen it myself yet.  Please post a log from a debug version for me to look at.  Oh and OGL screenshots will go in the primary mod directory.  It was a good idea at the time but after WMCoolmon fixed the screenshots to not overwrite on every run of game I never bothered to fix the save directories.  I'll make it a point to do that before the day is over.

Also, the turquoise background in OGL is back. Want that in Mantis?
It's already in Mantis so don't worry about it.  I still haven't been able to figure out what the problem is and everything that I've tried has been useless.  Until I get ahold of a Radeon card to test with, or someone provides some extra insight into the problem, I'm just going to ignore it.

Still no music for me :(

Edit: openal doesnt fix the problem either. is it supposed to download, execute and just say installation complete?
That's all that the OpenAL installer should do.  OpenAL works great so what ever the problems are that everyone is having it's likely just a problem with our sound code.  The new code will get done soon enough though and you'll be able to use OpenAL or the old DirectSound code in the same build.  Any crashes or sound problems would likely be linked to a mix of Creative and NVIDIA (if you have a nForce motherboard) drivers but I know that not everyone with problems has an nForce board.

Just make sure that you have a "debug_filter.cfg" file (create an empty one if it doesn't exist already), run a debug build until it demonstrates all of the problems, and post the fs.log file for me to look at.
Title: Re: CVS Builds
Post by: kasperl on December 22, 2005, 03:21:31 pm
Relative paths did exactly bugger all as well.

I'll post debug spews later. BTW: The texture bug only happened on the second (or later) mission where a ship was viewed, AFAIK.
Title: Re: CVS Builds
Post by: kasperl on December 22, 2005, 03:22:52 pm
Relative paths did exactly bugger all as well.

I'll post debug spews later. BTW: The texture bug only happened on the second (or later) mission where a ship was viewed, AFAIK.
I suppose you don't need screenies if this is a known issue, then?
Title: Re: CVS Builds
Post by: taylor on December 22, 2005, 03:33:30 pm
Relative paths did exactly bugger all as well.
Well the problem is that absolute paths produce something like this: D:\FreeSpace\D:\FreeSpace\SCP schoon\MVP368.  The fact that it works at all is actually a code bug.  If you tried to do the same thing with the Linux or OS X versions then it wouldn't work at all since they don't use different drives that have to be filtered out.  If relative paths aren't working for some reason then post the fs.log from a debug version and we can see what the game is finding.

I suppose you don't need screenies if this is a known issue, then?
Nope, have had a look at enough of them already.  I still can't recreate the problem but I'm not using these builds either.  redmenace was going to clean out his code tree in case there was something wrong there.  So it may be something specific to these builds and not a general code problem.  That's what I'm waiting on really and if it turns out to not be the case then I'll get to work debugging.
Title: Re: CVS Builds
Post by: redmenace on December 22, 2005, 03:48:30 pm
The code base was cleaned out when I dicovered problems with the P4 Builds. The standard builds didn't have any issues IIRC.
Title: Re: CVS Builds
Post by: redmenace on December 22, 2005, 06:39:45 pm
Updated!
CVS as of 12/22/05
Some Important Comments:
Title: Re: CVS Builds
Post by: Moonsword on December 22, 2005, 08:56:28 pm
The link to the 12/22/05 Standard build of FS2 is broken.  I didn't notice any others, though.

EDIT: Took a look at the filename.  The problem might be the missing hyphen in the link.  Also, the Optimized build (not Optimized Inferno, just Optimized) has the same missing hyphen, so it might also be broken.

And check your PM box, please.  Minor question, off-topic for this thread but related.

I'm really enjoying the builds.  Great work.
Title: Re: CVS Builds
Post by: Nuke on December 24, 2005, 03:39:06 am
i think somone broke the "show ship" flag
Title: Re: CVS Builds
Post by: kasperl on December 24, 2005, 07:19:29 am
Relative paths did exactly bugger all as well.
Well the problem is that absolute paths produce something like this: D:\FreeSpace\D:\FreeSpace\SCP schoon\MVP368. The fact that it works at all is actually a code bug. If you tried to do the same thing with the Linux or OS X versions then it wouldn't work at all since they don't use different drives that have to be filtered out. If relative paths aren't working for some reason then post the fs.log from a debug version and we can see what the game is finding.

I suppose you don't need screenies if this is a known issue, then?
Nope, have had a look at enough of them already. I still can't recreate the problem but I'm not using these builds either. redmenace was going to clean out his code tree in case there was something wrong there. So it may be something specific to these builds and not a general code problem. That's what I'm waiting on really and if it turns out to not be the case then I'll get to work debugging.

Small problem: The campaign I'm playing (Homesick) broke the debug build, giving a crash in one of the missions. I'll play a bit of the standard campaign later today. I do have a debug log of the mod thingy, though. And I made a dirlist of everything in the FS dir. It's DOS, though, so I'm not too sure if the filenames are any good.

And is the Herc  model in the current MVP supposed to error in a debug build?

http://www.huiswerksite.nl/TempKasper/fsMODNotWorking.log
http://www.huiswerksite.nl/TempKasper/DirSCP.txt
Title: Re: CVS Builds
Post by: kasperl on December 24, 2005, 07:30:42 am
And the main campaign also crashes. It gives an error in the first non training mission, when the hercs are supposed to jump in.
num!=..bitmaps and giving me the option to debug or quit. Debugging yields an invalid operation.

http://www.huiswerksite.nl/TempKasper/fs.log

EDIT: Oe thing I found out while playing Derelict, it only happens after at least 2 mission loads. It doesn't matter if you die and then re-try, only if you actually pass and go to the next mission. Also, it's not always after the secpond time of loading a ship, it appears to happen at random, but only after at least 2 mission laods. Also, being in the nebulae or not has no influence.

I also saw invisible textures on the Fenris, but that's probably a media bug.
Title: Re: CVS Builds
Post by: taylor on December 24, 2005, 12:15:27 pm
In both logs it's looking for homesick", with the double quote on the end.  That's why it's not finding homesick at least.  If you are using a mod.ini for that (or just the launcher) make sure it doesn't have that extra ".

Not sure about the bmpman error but that Assert() is probably coming from bm_is_compressed() so something is strange there if that's the case, those problems were supposed to be fixed already.  If it keeps happening then create an empty debug_filter.cfg file in the same directory as the game binary and try a debug build again.  When you get that same Assert() post the log since it will have extra bmpman debugging info.

The Herc model in the current 3.6.8 set does spit out warnings but that was fixed and should be fine in the final 3.6.8 set that WMCoolmon puts out.
Title: Re: CVS Builds
Post by: chinaman on December 26, 2005, 12:07:36 am
:) Hi there it's me again, finaly got the display weapons working thx Wanderer. another question again for
u guys, Engine Glows and thruster effects, it seems you get to see engine glows only at a certain angle in external view. I was going through the WIKI and there is a portion there that say's "Thruster Effects" do I have to define what bitmap to use or thruster radius in my ship tables ? I used to define thruster size and length for the model in Modelview, is this being overriden now by the new set of lines for thruster effects mentioned in the WIKI ? Thx.
Title: Re: CVS Builds
Post by: Wanderer on December 26, 2005, 12:19:17 am
The lines about thrusters in ships.tbl are related to general species information (species_defs.tbl) and act as an override for the general species thruster information. All three species, Terran, Vasudan, Shivan, have different thruster effects and with this optional feature you can alter the used bitmaps from the general scheme the species use. AFAIK it does not override any data found from .pof file (Modelview). In .pof data data you can alter the diameter of the thruster effect.
Title: Re: CVS Builds
Post by: Psychonaut on December 26, 2005, 11:37:48 am
:) Hi there it's me again, finaly got the display weapons working thx Wanderer. another question again for
u guys, Engine Glows and thruster effects, it seems you get to see engine glows only at a certain angle in external view. I was going through the WIKI and there is a portion there that say's "Thruster Effects" do I have to define what bitmap to use or thruster radius in my ship tables ? I used to define thruster size and length for the model in Modelview, is this being overriden now by the new set of lines for thruster effects mentioned in the WIKI ? Thx.


I second that. Since the species stuff has been worked over all thrustertrails (not the thrusterglows) are gone. It has been mentioned several times in this and other threads but never (or i havn´t found it yet) been commented by anyone. Is the missing of the trails intended or is it a bug? Will it be worked over? Does anybody see the trails since (let´s say) 1126? Am i the only one interested in this?

So many questions and nobody answers :(

 ;) ;) ;)
Title: Re: CVS Builds
Post by: taylor on December 26, 2005, 12:01:53 pm
Is the missing of the trails intended or is it a bug? Will it be worked over? Does anybody see the trails since (let´s say) 1126? Am i the only one interested in this?
I think it was fixed (I worked on it after the species change over) but then broke again, at least in part.  It's on my list of things to fix this week, so it won't stay broken for much longer.
Title: Re: CVS Builds
Post by: LOA--Paul on December 26, 2005, 01:58:20 pm
:) Hi there it's me again, finaly got the display weapons working thx Wanderer. another question again for
u guys, Engine Glows and thruster effects, it seems you get to see engine glows only at a certain angle in external view. I was going through the WIKI and there is a portion there that say's "Thruster Effects" do I have to define what bitmap to use or thruster radius in my ship tables ? I used to define thruster size and length for the model in Modelview, is this being overriden now by the new set of lines for thruster effects mentioned in the WIKI ? Thx.


I second that. Since the species stuff has been worked over all thrustertrails (not the thrusterglows) are gone. It has been mentioned several times in this and other threads but never (or i havn´t found it yet) been commented by anyone. Is the missing of the trails intended or is it a bug? Will it be worked over? Does anybody see the trails since (let´s say) 1126? Am i the only one interested in this?

So many questions and nobody answers :(

 ;) ;) ;)

Same exact problem for me finally some other people mentioned it which is good (well not good, but for me it is at least)

I was starting to wonder if it was just me with the issue.  It really can get kinda ugly with it being like it is now.
Title: Re: CVS Builds
Post by: Fenrir on December 26, 2005, 02:05:19 pm
Oh, good. Other people have it too. I was beginning to think I was the only one when my post went completely ignored.
Title: Re: CVS Builds
Post by: WMCoolmon on December 26, 2005, 04:08:33 pm
Engine glows are working for me, but not the trails.
Title: Re: CVS Builds
Post by: taylor on December 26, 2005, 06:06:35 pm
Well the thruster problem was two-fold it appears:

1) The defaults for secondary and tertiary glow entries for each species weren't added back to the default table (built in) after they got removed.  That brings up the point of adding TBM support to species_defs, but that's something to worry about later.  That was the main problem for both the secondary and tertiary glows, although the second problem also affected some of the images...

2) In the 3.6.8 MediaVPs (at least the version I downloaded) there are TGA and PCX versions of the various thruster glows but the TGA versions appear blank, just being a transparency layer.  The PCX versions still have the real thruster graphic though so removing the TGA versions got the primary thruster glows working again for me.

And that was it, they are working perfectly again for me know.  The minor code fix will go into CVS whenever the server comes back up but the MediaVP issue is something that WMCoolmon will have to check on.
Title: Re: CVS Builds
Post by: WMCoolmon on December 26, 2005, 07:04:23 pm
That's...bizarre. Is this one of the files you're talking about? It shows fine for me, and I don't remember changing it since the first few VPs.

I'll try to get the current set uploaded as soon as warpcore is back up...they're pretty much bugfixed aside from a Stealth fighter map thing, maybe.

[attachment deleted by admin]
Title: Re: CVS Builds
Post by: taylor on December 26, 2005, 07:20:30 pm
That's...bizarre. Is this one of the files you're talking about? It shows fine for me, and I don't remember changing it since the first few VPs
Yep, that's one of them.  It's just blank for me so I'm not sure what the deal is.  I don't remember this being a problem before either.  I opened it up in a hexeditor just now and I can tell that there is image data there but GIMP doesn't show it, nor does any other graphics utility I've tried so far on Linux or OS X.
Title: Re: CVS Builds
Post by: WMCoolmon on December 26, 2005, 07:37:44 pm
Well, I have no clue what the problem was. I ran into the same problem with GIMP, but found that simply resaving the files as TGA with IrfanView made them GIMP-readable. So I batch converted the whole lot from TGA to TGA with IrfanView, loaded a couple in the GIMP, and it looks like that fixed it. When I copied the files over it looked like the converted files were slightly smaller than the originals, so maybe there was some kind of alpha channel getting involved.

I've attached the same file so you can try it out under Linux.

[attachment deleted by admin]
Title: Re: CVS Builds
Post by: taylor on December 26, 2005, 09:11:06 pm
New one works great.  I checked it out and the other one is a newer TGA format so I'll have to add support for this to the TGA loader.  No sure why GIMP, eog, and OS X Preview didn't like it though.  :wtf:


Edit:  Bah, I quit.  Trying to keep all of that GIMP ml discussion straight while reading was a bit too much.  :shaking:

Although the current TGA loader doesn't properly handle the newer TGA format it's nothing all that terrible and is easy to fix.  That's not the problem here though, the problem images have their alpha pre-multiplied but our TGA loader assumes that it's not.  I'm not sure how to detect it either since no other image format description info is contained in the files, and guessing isn't a valid option (unfortunately).  I don't think that pre-multiplied alpha will work in our case anyway, these images (as used by the engine) use intensity as the alpha (ALPHABLEND_FILTER) so unless someone else comes up with a bright idea or some insights here I'm ready to just chalk up the images as invalid for use with FS2_Open.
Title: Re: CVS Builds
Post by: Murderous Species on December 26, 2005, 11:01:54 pm
Sorry to bother your minds, but:
Which is the ideal build for the MediaVPs 3.6.8?
And what happens to the download links?
Title: Re: CVS Builds
Post by: WMCoolmon on December 26, 2005, 11:45:47 pm
One of the newest CVS builds (anything after the date of the initial release is a good bet. :p)

Warpcore is down right now, so the links for the VPs are broken.
Title: Re: CVS Builds
Post by: redmenace on December 27, 2005, 04:12:57 pm
Umm use the game-warden back up is it is ok with MathewPapa
Title: Re: CVS Builds
Post by: Shadow0000 on December 28, 2005, 12:23:26 am
This is more a request than a question, but would be possible if someone can post the Bitmaps that are used for the Secondary and Tertiary ThrustersAni ?. I can guess some Bitmaps, but some not...and since the TBL was stored internally I can't copy it to a species_def.tbl

(I believe terran is like this, but I don't have any clue about the other 2 species):

$Species_Name: Terran
   +Debris_Texture: debris01a
   +Shield_Hit_ani: shieldhit01a
$ThrustAnims:
   +Pri_Normal:   thruster01
   +Pri_Afterburn:   thruster01a
   +Sec_Normal:   thruster02-01
   +Sec_Afterburn:   thruster02-01a
   +Ter_Normal:   thruster03-01
   +Ter_Afterburn:   thruster03-01a
$ThrustGlows:
   +Normal:   thrusterglow01
   +Afterburn:   thrusterglow01a
Title: Re: CVS Builds
Post by: taylor on December 28, 2005, 12:50:05 am
You just increase the bitmap number, so Vasudan Pri_Normal is thruster02 and Ter_Normal is thruster03-02 with Shivan being thruster03 and thruster03-03 for the same entries.  It works that way for both $ThrustAnims and $ThrustGlows.
Title: Re: CVS Builds
Post by: taylor on December 28, 2005, 06:05:08 pm
Decided to go with XMT support for species_defs rather than make a change to the default species table, since Goober would undoubtedly be sending me a sternly worded e-mail about such an action. ;)

The species_defs modular tables are "*-sdf.tbm" and when a build finally comes out that supports them here is a tbm with the missing entries in it...

[attachment deleted by admin]
Title: Re: CVS Builds
Post by: Shadow0000 on December 28, 2005, 08:08:44 pm
Thanks again taylor
Title: Re: CVS Builds
Post by: WMCoolmon on December 29, 2005, 02:07:00 am
In the next CVS build:

- objecttypes.tbl (originally known as "shiptypes.tbl")
- Flak screen effect ($Detonation range)
- Moved default files to "def_files" system
- Added ship type field to Lab
- "WMC_SIDE_TURRETS" work
- removal of ship distances in nebula.tbl (Use shiptypes.tbl instead)
- Fixed cockpit views from Other ships ("/" view)
- Added parse_string_flag_list() and stuff_boolean_flag()
- Switched "=" to ":" in submodel animation code
- Modular stars.tbl ("-str.tbm")

I changed the name of shiptypes.tbl because I realized that with scripting it would be possible to actually add new object types, or maybe someone might want to change the default model for jump nodes, or something. So in the future there might be reason to add "#Object types" or "#Weapon types" and so on.
Title: Re: CVS Builds
Post by: MetalDestroyer on December 29, 2005, 04:43:32 am
Is it possible to include a new way to jump like SW ? Is it a code related ? or a SEXP related ?
I mean,when a ship arrive, you could see them moving at lightspeed. And when they stop their hyperdrive engine, we could see them at their respective position (the one from FRED2 Open) and not to go far far away from their arrival coordinate.
Title: Re: CVS Builds
Post by: WMCoolmon on December 29, 2005, 06:41:15 am
I've always thought that making a ship appear, and then using set-object-speed to 'warp' (excuse me, hyperspace) it into the mission would work. And of course, do the reverse when it jumps out of the mission.
Title: Re: CVS Builds
Post by: MetalDestroyer on December 29, 2005, 07:05:13 am
I've always thought that making a ship appear, and then using set-object-speed to 'warp' (excuse me, hyperspace) it into the mission would work. And of course, do the reverse when it jumps out of the mission.

Where can i exactly find the "set-object-speed" ?
Title: Re: CVS Builds
Post by: WMCoolmon on December 29, 2005, 07:08:35 am
It's a SEXP, should be in the recent FRED builds.
Title: Re: CVS Builds
Post by: MetalDestroyer on December 29, 2005, 07:35:28 am
Ok, I found it. Now, I don't know how it works  :confused:
When a ship arrive, he's just spawned.
Title: Re: CVS Builds
Post by: LOA--Paul on December 29, 2005, 01:49:50 pm
Decided to go with XMT support for species_defs rather than make a change to the default species table, since Goober would undoubtedly be sending me a sternly worded e-mail about such an action. ;)

The species_defs modular tables are "*-sdf.tbm" and when a build finally comes out that supports them here is a tbm with the missing entries in it...

Eh that doesn't seem to have changed anything after dropping in data/tables (I also dropped the previously posted thrusterglow03 into maps and effects because I didn't know which one it should go on)
Title: Re: CVS Builds
Post by: taylor on December 29, 2005, 02:06:47 pm
Eh that doesn't seem to have changed anything after dropping in data/tables (I also dropped the previously posted thrusterglow03 into maps and effects because I didn't know which one it should go on)
The builds haven't been updated with the changes yet, so unless you made the build yourself...  :)
Title: Re: CVS Builds
Post by: Aerothorn on December 29, 2005, 03:05:05 pm
What's the difference between the inferno, optimized, and standard builds? And what does CVS stand for, anyway?
Title: Re: CVS Builds
Post by: Shade on December 29, 2005, 03:09:05 pm
CVS = Concurrent Version System. It's a means to keep track of source code changes giving the ability to roll them back if needed, and, as the name would imply, keep track of different versions (branches) of the code.
Title: Re: CVS Builds
Post by: Psychonaut on December 29, 2005, 03:44:52 pm
uhhhh ..... will this fix the trustertrail-problem? :p

EDIT:
Forget my post. I put the species_def.tbl from inferno into the scp\data\table-folder and all the trails are back (thx Woomaster for the tipp). Sometimes really complicated problems are havin´ so simple solutions.
Title: Re: CVS Builds
Post by: taylor on December 29, 2005, 04:57:05 pm
Other notable changes that will show up in the next released build:

- new modular species_defs (*-sdf.tbm) and fireball (*-fbl.tbm) tables
- change to screenshot and popup code in OpenGL to hopefully fix single-color screenshots and popup backgrounds on ATI cards
- all screenshots will now go into a "screenshots" folder in your main game directory (or normal user game directory under Linux and OS X)
- D3D will now save screenshots in TGA format rather than BMP format (to match with OGL, allows better sorting, tagging, and slightly less CPU work for creation)
Title: Re: CVS Builds
Post by: G613 on December 29, 2005, 05:33:42 pm
Sounds good. :)
Title: Re: CVS Builds
Post by: Aerothorn on December 29, 2005, 05:44:15 pm
Ok, thanks for the definition of CVS! So, what is the difference between the 3 builds? I tried to do a search but it told me I can't search this forum:(
Title: Re: CVS Builds
Post by: MetalDestroyer on December 29, 2005, 05:47:09 pm
Other notable changes that will show up in the next released build:

- new modular species_defs (*-sdf.tbm) and fireball (*-fbl.tbm) tables
- change to screenshot and popup code in OpenGL to hopefully fix single-color screenshots and popup backgrounds on ATI cards
- all screenshots will now go into a "screenshots" folder in your main game directory (or normal user game directory under Linux and OS X)
- D3D will now save screenshots in TGA format rather than BMP format (to match with OGL, allows better sorting, tagging, and slightly less CPU work for creation)

There is a way, you could fix the no warp effect ? Because, when I check "no warp effect" for an hyperspace arrival, the ship is just spawning instead of moving straight ahead.

PS : Just look at the mini demo I took : Hyperspace Arrival Jump (http://sam.sothi77.free.fr/videos/Hyperspace.avi)
You just need a Xvid codec.
Title: Re: CVS Builds
Post by: WMCoolmon on December 29, 2005, 06:42:54 pm
That actually looks pretty good...unfortunately that's exactly what 'no warp effect' is supposed to do, and changing it would probably break some missions/campaigns.
Title: Re: CVS Builds
Post by: MetalDestroyer on December 29, 2005, 06:55:30 pm
That actually looks pretty good...unfortunately that's exactly what 'no warp effect' is supposed to do, and changing it would probably break some missions/campaigns.

Like Transcend campaign ?
Title: Re: CVS Builds
Post by: WMCoolmon on December 29, 2005, 07:07:55 pm
Well, the retail campaign also uses it - like when Bosch's asteroid base pops up. Most of the time it's done as subtly as possible, but the missions will still expect the ship to be stationary. For small ships changing that might not be too bad, but in the case of larger ships they could be 1-2 km off from where they're supposed to be.
Title: Re: CVS Builds
Post by: WMCoolmon on December 29, 2005, 07:53:23 pm
Updated!
CVS as of 12/29/2005.

Standard Builds
CVS as of 12/2905 (http://fs2source.warpcore.org/exes/latest/December2005/20051229-WMCoolmon.zip)
Optimized Builds
CVS as of 12/2905 (http://fs2source.warpcore.org/exes/latest/December2005/20051229-Optimized.zip)
Inferno Builds
CVS as of 12/29/05 (http://fs2source.warpcore.org/exes/latest/December2005/20051229-Inferno.zip)
Optimized Inferno Builds
CVS as of 12/29/05 (http://fs2source.warpcore.org/exes/latest/December2005/20051229-P4Inferno.zip)
Standard FRED2
CVS as of 12/29/05 (http://fs2source.warpcore.org/exes/latest/December2005/20051229-FRED2_open.zip)
Optimized FRED2
CVS as of 12/29/05 (http://fs2source.warpcore.org/exes/latest/December2005/20051229-P4FRED2_open.zip)
Inferno FRED2
CVS as of 12/29/05 (http://fs2source.warpcore.org/exes/latest/December2005/20051229-InfFRED2_open.zip)
Optimized Inferno FRED2
CVS as of 12/29/05 (http://fs2source.warpcore.org/exes/latest/December2005/20051229-P4InfFRED2_open.zip)
Title: Re: CVS Builds
Post by: Fenrir on December 29, 2005, 08:32:58 pm
When I ran this build I got this error message. Rather, a whole bunch of 'em (different lines of the table it seems). I held enter for a few seconds and they kept on coming...

Error: mv_turretangle-shp.tbm(line 5:
Error: Required token = [#End], [$Subsystem:] or [$Name], found [$animation=triggered].

File:\Documents and Settings\Administrator\My Documents\My Source Code\clean\fs2_open\code\parse\parselo.cpp
Line: 603
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

This was with the 3.6.8 beta VP's, though it seems they've been updated today too and I don't have those versions yet. Would that fix the problem?
Title: Re: CVS Builds
Post by: taylor on December 29, 2005, 09:52:54 pm
This was with the 3.6.8 beta VP's, though it seems they've been updated today too and I don't have those versions yet. Would that fix the problem?
Yep.
Title: Re: CVS Builds
Post by: G613 on December 29, 2005, 10:02:12 pm
Shazbot! It's released and I have to leave already tomarrow and won't get back till 2006! :( Oh well... good luck everyone and have a happy new years! :yes:
Title: Re: CVS Builds
Post by: Nuke on December 30, 2005, 03:09:15 am
hey, is that animation code update in here yet? gotta change my tables again.
Title: Re: CVS Builds
Post by: WMCoolmon on December 30, 2005, 04:58:40 am
Yep
Title: Re: CVS Builds
Post by: Wanderer on December 30, 2005, 06:43:44 am
You could put a debug version to the zip file too... Though it is nice to get fred_o and fs_o builds in a same package. Standard build package lacks debug build.
Title: Re: CVS Builds
Post by: Silencer on December 30, 2005, 07:16:48 pm
What's the difference between the inferno, optimized, and standard builds?

Yes, I too would like to know the difference.  Someone please elaborate.
Title: Re: CVS Builds
Post by: karajorma on December 30, 2005, 07:38:41 pm
Inferno builds allow you to play campaigns which feature more than 130 ship types (Doing so breaks multiplayer though). Since no campaign I'm aware of has actually been released that needs this you only need an Inferno build if you are working on the campaign Inferno (or another campaign that does the same thing).

Optimised are basically optimised to run faster on certain processors. I forget which ones.
Title: Re: CVS Builds
Post by: WMCoolmon on December 30, 2005, 08:14:00 pm
Anything with SSE2+ (P4, XP, AMD64, X2, etc)
Title: Re: CVS Builds
Post by: Murderous Species on December 30, 2005, 09:53:54 pm
Got a problem related to the turrets:
Error: TurretAngleFix-shp.tbm(line 5:
Error: Required token = [#End], [$Subsystem:] or [$Name], found [$animation=triggered].

The rest is the same. I downloaded all of the 3.6.8 VP's under CVS 12/09/05.
Title: Re: CVS Builds
Post by: Wanderer on December 31, 2005, 12:08:40 am
It seems that the you have the support for the new animation code entires in the build you are using (29/12) but the media VPs are older ones that do not have that change included. You should redownload atleast mv_core.vp (3.6.8 beta) or use older builds.
Title: Re: CVS Builds
Post by: Murderous Species on December 31, 2005, 04:08:02 am
CVS 12/09/05.

Oops, meant 29/12/05  :p
Used an older build (CVS 22/12/05) and now the problem is:
mv_turretangle-shp.tbm(line 5:

Blah, blah, blah...

And I downloaded the mediaVP's yesterday.
Title: Re: CVS Builds
Post by: WMCoolmon on December 31, 2005, 06:14:53 am
The new set of VPs require 12/29 or later (at least mv_core does).

The old set of VPs require 12/22 or earlier (at least mv_core does).
Title: Re: CVS Builds
Post by: karajorma on December 31, 2005, 06:54:12 am
Told you that you needed to make that warning bigger :p
Title: Re: CVS Builds
Post by: kasperl on December 31, 2005, 08:29:23 am
Is it worth to try LAN play on any current CVS code?
Title: Re: CVS Builds
Post by: WMCoolmon on December 31, 2005, 10:13:37 am
Told you that you needed to make that warning bigger :p

I did.
Title: Re: CVS Builds
Post by: karajorma on December 31, 2005, 10:29:55 am
Not quickly enough evidently :)

Is it worth to try LAN play on any current CVS code?

Any reason why it shouldn't? I haven't played a LAN game for a couple of weeks but the build from back then worked fine.
Title: Re: CVS Builds
Post by: kasperl on December 31, 2005, 02:08:55 pm
Ah, it works.

A whole bunch of crashes, and a media error in the new VP's (helios_tech.pof is missing)

The OGL odd screen colour bug is still there on all systems, but on the Geforce 2 Windows ME machine it only happens with the pause screens and such, and no longer on some of the others. Also, the colour is still system-dependent.

A lot of odd crashes, generally without error, and the joystick regognisition is a bit off (selecting the joystick won't work on my dads system, you need to select the paddles instead of the joystick to make all the joystick buttons work. Paddles are USB (dunno brand/model, will look up) joystick is Saitek X-52 (HOTAS) (USB as well) WinXP Pro.

Also, after clicking on the OK button on the rror message about the missing pof, in game you've got two mouse pointers, one from windows and one from the game. The Game one works, the windows one is just disctracting. When using 1280*1024, they're not synchronous.

Errorles CTD's are semi-common, once every 3 missions. They're the variant of 'An error occured and we need to close the app, do you want Microsoft to know?' Not sure if they're triggerd by anything


Might be interesting to know: My brothers system got the 'white ship bug' while playing single player (ME, GF2, 384MB RAM, P4, last set of drivers to support the GF2 Ultra), but no-one got it during multiplayer. Also, no odd textures have been spotted (such as vasudan tex's on a Deimos.)
Title: Re: CVS Builds
Post by: MetalDestroyer on December 31, 2005, 02:40:38 pm
O_o there is really a problem with joystick like X52 ?
Title: Re: CVS Builds
Post by: kasperl on December 31, 2005, 04:46:07 pm
No, just when you have it installed together with a pair of padles.

And it works fine, just not as the settings say.
Title: Re: CVS Builds
Post by: MetalDestroyer on December 31, 2005, 05:09:41 pm
No, just when you have it installed together with a pair of padles.

And it works fine, just not as the settings say.

Ah, ok. Because I've just got one to replace my NGC paddle.
Title: Re: CVS Builds
Post by: Silent Warrior on January 01, 2006, 01:44:05 am
Sweet flaming Jesus, boys, PEDALS! :hopping: P-E-D-A-L-S!
Title: Re: CVS Builds
Post by: kasperl on January 01, 2006, 05:39:47 am
Sweet flaming Jesus, boys, PEDALS! :hopping: P-E-D-A-L-S!

I'm Dutch, so I'm allowed to make spelling mistakes! :p

Seriously, we had great fun during LAN play, but stability has been a slight issue.
I forgot to mention, the above was all playing in OGL, resolution on the two faster machines 1280*1024, and on the slower machine (the ME one) 1024*768.
Title: Re: CVS Builds
Post by: Trivial Psychic on January 03, 2006, 02:12:31 pm
That actually looks pretty good...unfortunately that's exactly what 'no warp effect' is supposed to do, and changing it would probably break some missions/campaigns.
How about adding a second checkbox to the arrival/departure cues that disables the rendering of the warp effect, but preserves the acceleration/deceleration effects.  TBP could use this instead of the proposed set-relative-speed sexp.

Also:
In the next CVS build:

- "WMC_SIDE_TURRETS" work

What exactly is this, and where does it go?
Title: Re: CVS Builds
Post by: TrashMan on January 04, 2006, 06:40:06 am
Multi-part turrens on hte sides of the ships that will work properly?????

You guys are my heroes :D
Title: Re: CVS Builds
Post by: redmenace on January 04, 2006, 11:14:30 am
He was experimenting with it.

On a side note, I am almost 100% back up and will start to post builds tonight, hopefully.
Title: Re: CVS Builds
Post by: karajorma on January 04, 2006, 06:00:22 pm
Well it wasn't me who spotted this one. I got a PM about it.

Quote from: Jouzin
Hello
If you don't mind I would like to ask you a question. Could you tell me why I can't give in INITIAL ORDERS for Colossus and Sathanas things like Warp, Attack, Play dead, Waypoint path etc ?
For other ships like Orion or Ravana I can.

I am using FS_open 3.6.7
Thank you for your answer :)

Jouzin

My reply was

Quote
Odd. Just checked it and I can't add them with the latest build (the one from the CVS builds forum). I can however do it with the 20/12/2005 build so it looks like it's a bug in that particular build of FS2.

Incidentally this isn't a Media.vp issue as far as I can tell cause I tested with and without them present
Title: Re: CVS Builds
Post by: wuu on January 04, 2006, 07:46:30 pm
When I ran this build I got this error message. Rather, a whole bunch of 'em (different lines of the table it seems). I held enter for a few seconds and they kept on coming...

Error: mv_turretangle-shp.tbm(line 5:
Error: Required token = [#End], [$Subsystem:] or [$Name], found [$animation=triggered].

File:\Documents and Settings\Administrator\My Documents\My Source Code\clean\fs2_open\code\parse\parselo.cpp
Line: 603
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

This was with the 3.6.8 beta VP's, though it seems they've been updated today too and I don't have those versions yet. Would that fix the problem?

This was with the 3.6.8 beta VP's, though it seems they've been updated today too and I don't have those versions yet. Would that fix the problem?
Yep.

Hmm, I using the newest CVS build 12/2905 and the updated 3.6.8 beta VP's, but I have the same problem.  :confused:
Title: Re: CVS Builds
Post by: WMCoolmon on January 04, 2006, 08:18:07 pm
I just downloaded mv_core twice - once direct from the FTP, the next from the links (http://www.hard-light.net/forums/index.php/topic,37272.0.html) and both seemed fine.
Title: Re: CVS Builds
Post by: Murderous Species on January 04, 2006, 08:25:47 pm
I also downloaded mv_core twice, from th link, to no avail... same problem. CVS 12/29/05; new 3.6.8 set.
Title: Re: CVS Builds
Post by: Shadow0000 on January 04, 2006, 09:16:19 pm
Yes, I noticed that problem, it's new, it seems that you can't give any order to any ship with the "SuperCap" (Super Capital) flag. Even so, you can force it in the *.fs2 using a text editor (notepad for example).
Title: Re: CVS Builds
Post by: JudgeMental on January 04, 2006, 11:25:45 pm
Grrr, I'm getting that same error.


   Error: TurretAngleFix-shp.tbm(line 5:
   Error: Required token = [#End], [$Subsystem:] or [$Name], found [$animation=triggered].

   File:\Documents and Settings\Administrator\My Documents\My Source Code\clean\fs2_open\code\parse\parselo.cpp
   Line: 603
   [This filename points to the location of a file on the computer that built this executable]

   Call stack:
   ------------------------------------------------------------------
   ------------------------------------------------------------------


And so on and so forth.  I'm using the 12/29/05 CVS with the 3.6.8 VP's.

Parselo.cpp is nowhere near My Documents on my computer :p  Looks like somebody fubar'ed their compile, though I'm not a coder.  At all.
Title: Re: CVS Builds
Post by: Wanderer on January 04, 2006, 11:49:15 pm
Are you folks with the turret angle fix problems absolutely certain that there are no rogue tables in the game, data or in any if its subdirectories. Search for *.tbm and *.vp files.

I just downloaded all of the 368betas and they worked fine (didn't try past mainhall).
Title: Re: CVS Builds
Post by: Shadow0000 on January 04, 2006, 11:54:19 pm
Oh...this is starting to get funny. Let me guess you also have the file "mv_100patch.vp", inside that v3.6.7 update, there is the file TurretAngleFix-shp.tbm, so, either delete the whole file. Or use QuickVP or a program like that to delete the TurretAngleFix-shp.tbm. That update is already included in the Media VP v3.6.8 Beta, in the mv_core.vp, as the file mv_turretangle-shp.tbm, so if you have the Beta VP, then you don't need at least that file, the one giving problems.

The problem is caused because there is used:

$animation= triggered
$type= initial   

It's the "=" (old). It should be

$animation: triggered
$type: initial   

It was changed to ":" (new)

I think it's a mess problem, there should be a warning like "Don't mess v3.6.7 Media VPs (and updates) with the v3.6.8 Beta Media VPs"
Title: Re: CVS Builds
Post by: WMCoolmon on January 05, 2006, 12:02:34 am
Supercap orders thing fixed, in CVS. I'm not sure why one person was getting it in 3.6.7 :wtf:

Get rid of the 3.6.7 mediaVPs, JudgeMental. That includes the patches...those aren't going to work with recent CVS.

wuu and Murderous, can you tell me the exact filesize of mv_core? (right-click on it, click properties, and copy-paste "Size", not "Size on Disk". It should be: "8.23 MB (8,638,027 bytes)")

Edit: No. Do not use QuickVP. Just do the following...

Never mix files from two different mediaVP revisions.
Title: Re: CVS Builds
Post by: Shadow0000 on January 05, 2006, 12:48:50 am
Ups..sorry WMC, I suggest using QuickVP because I am only using the new Beta mv_core.vp, since the mv_core.vp v3.6.7 keeps giving that error with the CVS 2005-12-29, and I don't really want use the Beta VPs.
-----------------------------------

Is the capital01-06a.tga fixed in the new Beta mv_textures ???.

In the v3.6.7 Media VPs I remember the *.DDS version was ok, but the *.TGA looks really weird, like it was messed at some format conversion.
Title: Re: CVS Builds
Post by: WMCoolmon on January 05, 2006, 01:46:42 am
The problem with using QuickVP to fix a problem is that it can make it a PITA to troubleshoot problems. Generally, I'm all for the 'do-it-yourself' approach since one set of VPs isn't going to please everyone, but not when a problem is caused by improper use of the mediaVP files. There shouldn't be the "$animation=triggered" problem above, since the only place that has appeared is in the first mvp 3.6.8 beta release of mv_core. However in the second beta release (http://fs2source.warpcore.org/mvp368delta/), it shouldn't be present at all and the error message should be impossible to get...unless you've got older files from the mediaVPs floating around.

-----
Unfortunately no, when I was making the VPs no one mentioned it...however, there was some issue with newer TGA files not working properly in fs2_open, so it might've been inadvertently fixed.

Now that I've taken a look at the file, the .DDS is slightly smaller than the TGA, but since the TGA is 320x320 it's actually using about 3/4 more of the area, although it's less detailed, less sharp, etc...I believe it was made by Carl when the original texture was just the retail one. So I'm just going to leave it out of the next release.
Title: Re: CVS Builds
Post by: karajorma on January 05, 2006, 02:55:53 am
Supercap orders thing fixed, in CVS. I'm not sure why one person was getting it in 3.6.7 :wtf:

I think Jouzin was making the mistake of simply reading the build number off of the title bar. He sent me another PM where he said he was using the 29/12 build.
Title: Re: CVS Builds
Post by: Jouzin on January 05, 2006, 03:13:18 am
 Build 29/12 is for 3.6.8 beta and its VP files ?
Perhaps this was problem that I was using 3.6.7 vp files with this new version of FRED open build 29/12  :)
Well thank you people for your help :)
Title: Re: CVS Builds
Post by: karajorma on January 05, 2006, 03:24:45 am
The 29/12 build should work with earlier versions of the VP files too (or with no VP files at all for that matter). The issue is the other way round. The 3.6.8 Beta VPs won't work with anything earlier than 29/12.
Title: Re: CVS Builds
Post by: Wanderer on January 05, 2006, 03:37:35 am
One exception, 3.6.7 mediavp patch 3. IIRC It has old animation code included in the turret angle fix. So 29/12 should function properly if the 3.6.7 mediavps 3rd patch is not included.
Title: Re: CVS Builds
Post by: Jouzin on January 05, 2006, 03:40:25 am
NO it isn't included neither of three patches
Title: Re: CVS Builds
Post by: Wanderer on January 05, 2006, 04:37:58 am
I just redownloaded and verified the contents of mv_100patch.vp (http://fs2source.warpcore.org/mvp367/mv_100patch.zip) (3.6.7 mediavp patch nro 3) and it does have turret angle fix included. It also uses the old animation code. So it is incompatible with recent 29/12 CVS build.
Title: Re: CVS Builds
Post by: WMCoolmon on January 05, 2006, 05:15:23 am
I think what Jouzin was saying is that he doesn't have any of the three patches installed...since he was using the 12/29 build and not 3.6.7, then it was indeed the same bug that caused the initial orders problem in FRED. Actually, it should've also caused a capship AI bug as well, but I suppose that supercaps are always FREDded to attack head-on or sit still anyways so noone noticed.
Title: Re: CVS Builds
Post by: Murderous Species on January 05, 2006, 07:12:58 am
It should be: "8.23 MB (8,638,027 bytes)"

It is... now.
It used to be smaller than the 3.6.7 mv_core.
I will try it when a new build is posted (not 29/12) and I'll see wat happened.

Another problem: ghost asteroids.
Title: Re: CVS Builds
Post by: wuu on January 05, 2006, 08:24:42 am
Supercap orders thing fixed, in CVS. I'm not sure why one person was getting it in 3.6.7 :wtf:

Get rid of the 3.6.7 mediaVPs, JudgeMental. That includes the patches...those aren't going to work with recent CVS.

wuu and Murderous, can you tell me the exact filesize of mv_core? (right-click on it, click properties, and copy-paste "Size", not "Size on Disk". It should be: "8.23 MB (8,638,027 bytes)")

Edit: No. Do not use QuickVP. Just do the following...

Never mix files from two different mediaVP revisions.


This is the filesize  8,23 MB (8.638.464 Bytes) I hope it helps.

By the way it works now, I think it was a corrupt download, anyway now I using the standard build 12/2905. The crash happens with the optimized build 12/2905.
Title: Re: CVS Builds
Post by: WMCoolmon on January 05, 2006, 08:42:31 am
 :lol:

Uhm, well, crap. I'm about 30 minutes away from being able to check that.

I had a suspicion that people were downloading from the old location (beta) rather than the new one (delta).

Since all the art is either still around or in 3.6.7 I didn't bother to back up the old files before deleting off the server.

Best solution at this point? Wipe out your old mv_core (shift-delete) and download the one from the server. There's no way you can get the wrong one, and I'm as sure as can be that the one on the server should not have the problem. It does sound like yours is different than the server one though, so hopefully that will clear up the problem.

I'm also suspicious that whatever unzip utility people are using isn't overwriting the old one, so that shouldn't be a problem.

If the problem still persists after all that, do a search-in-files from your main Freespace2 folder for "$animation=triggered" and see if you can move out whatever comes up. (If it's the 3.6.8-delta mv_core that you just downloaded, I'm at pretty much a total loss as to what could be causing this).
Title: Re: CVS Builds
Post by: Murderous Species on January 05, 2006, 10:07:40 am
I using the standard build 12/2905. The crash happens with the optimized build 12/2905.

Never tried the standard 12/29.  :( :mad:

EDIT: It appears that the mediaVP patch (all of them) were overriding the Δ mediaVP's (evidently), let see what happens when I "purge" them...
EDIT2: Finally, everything back to normal.
Title: Re: CVS Builds
Post by: JudgeMental on January 05, 2006, 07:34:50 pm
*facepalm*  I can't believe I forgot to remove the patch VP's...  I feel bright as a half-watt carbon filament lightbulb.

That fixed it nice and dandy.  Now I must go play.  *giggles with glee*   Oooo, pretty.......
Title: Re: CVS Builds
Post by: Trivial Psychic on January 05, 2006, 11:11:35 pm
Redmenace, you may want to change the filenames on those builds you just uploaded to reflect the proper date... we're in 2006 now, after all.  :lol:
Title: Re: CVS Builds
Post by: Jouzin on January 06, 2006, 02:15:20 am
NO it isn't included neither of three patches

Crap ! Sorry people I wrote that wrong 
This is right :)  I have all three patches but I installed none from these three patches in FS2 directory  (I hope this time is this correct)
I hope this time you will understand :)
Title: Re: CVS Builds
Post by: redmenace on January 06, 2006, 05:33:50 am
Redmenace, you may want to change the filenames on those builds you just uploaded to reflect the proper date... we're in 2006 now, after all. :lol:
Crap, you noticed those. I haven't had any time the past few days because the Department of Defense is training me on there procurement software....yawn
Title: Re: CVS Builds
Post by: Singh on January 06, 2006, 08:53:08 am
That's all that the OpenAL installer should do. OpenAL works great so what ever the problems are that everyone is having it's likely just a problem with our sound code. The new code will get done soon enough though and you'll be able to use OpenAL or the old DirectSound code in the same build. Any crashes or sound problems would likely be linked to a mix of Creative and NVIDIA (if you have a nForce motherboard) drivers but I know that not everyone with problems has an nForce board.

Just make sure that you have a "debug_filter.cfg" file (create an empty one if it doesn't exist already), run a debug build until it demonstrates all of the problems, and post the fs.log file for me to look at.

Still no music. did as you suggested, got only this:
+General
+Maps
+BmpMan
+Paging
+BmpFastLoad
+Warning
+Parse
+Error
+Sound
+wash

Here's the fs.log file.

www.game-warden.com/singh/fs.log

Please fix the music. I badly want to play FS2 again, but the 3.6.7 exe doesnt work with the 3.6.8. VPs, and if I want to play with a CVS build its only in silence :(
Title: Re: CVS Builds
Post by: jr2 on January 06, 2006, 12:04:08 pm
Erm... do you still have the 3.6.7 MVPs somewhere?  If you do, you could create a directory in \games\freespace2 called "disabled" and move your 3.6.8 beta or delta or whatever VPs there.  Then extract the 3.6.7 MVPs (+ patches too, if you've got them) into whatever directory you're using... hopefully \mediavps .  See http://www.hard-light.net/wiki/index.php/Installing_mods_for_fs2_open
Just remember that you need to use build 12/22/05 or earlier (3.6.7 build should work fine), and when you switch back to 3.6.8 VPs, you need build 12/29/05.
On second thought... were you using 12/29/05?  If not, that could be your problem.
Summary:
If you want to use 3.6.8 VPs, make sure you've got the latest version of mv_core and that you use 12/29/05 or later
If you want to use 3.6.7 VPs, use 12/22/05 or earlier
A good idea, if you have the 3.6.8 VPs still in archive format somewhere:

erase mv_* from your directory you're using

download the latest mv_core 3.6.8

download the latest CVS build (12/29/05, I think http://www.hard-light.net/forums/index.php/topic,34852.msg721495.html#msg721495 )

put the CVS build in FS2 main dir and the VPs in \mediavps or the dir that you choose.

Setup mod.ini or otherwise as you choose (see wiki link earlier)

BTW I'm using 3.6.8 w/ CVS 12/29/05 and no sound problems.

If this doesn't work, check your FS dir, FS \data dir (& subdirs) and make sure there's nothing there besides the retail VPs (move any mods to \disabled until you get this sorted out)

The only other problem I can think of is a corrupt download... to check this, download 7-zip from http://www.7-zip.org/ (freeware, no spyware in it) After setting it up, open 7-zip, under Tools > Options, click "Plugins" tab, then "Options" button.  Check all except the last two entries and hit OK twice to close.  Now, find your archive in Windows Explorer, select them all, right-click on one of them and hit 7-zip > Test Archive.  It will check the CRC of your archives and come up with a no errors box if all is well (the box might pop up behind explorer, so minimize everything else if you don't see anything).

Hope this helps.   :)

EDIT: Of course, check your sound settings under the Launcher... only use EAX or Aureal A3D if your card supports it.  If you don't know, just use DirectSound
Also, check to see if you're using latest openal ... http://scp.indiegames.us/download.php?view.122
Title: Re: CVS Builds
Post by: TrashMan on January 06, 2006, 04:40:06 pm
Is the texture replacement fix in 12/29/2005 build or not?
Title: Re: CVS Builds
Post by: Goober5000 on January 06, 2006, 04:49:42 pm
Is the texture replacement fix in 12/29/2005 build or not?

What do you think?
Title: Re: CVS Builds
Post by: jr2 on January 06, 2006, 05:34:51 pm
Sorry, latest build is 1/5/6 found in http://fs2source.warpcore.org/exes/latest/January2006/ (type it in and you should get a directory listing them.)

  :doubt: PS Goober or redmenace, don't you usually keep the links on page 1 updated?  Oh well... probably too much on you guy's plates!  Thanks for all you do  :yes:  ;)  :D
Title: Re: CVS Builds
Post by: Singh on January 06, 2006, 08:01:34 pm
I WAS using 12/29, but with no effect (I was using 12/21 for the debug, cause there wasn't any debug build included in the standard builds link). The build works fine, no problem, but there is no music!!!! Ive used openAL, ive used all three sound options, but still no music! :(

I deleted off the 3.6.7 VPs, sadly. Any idea where I can find them? I think they've been replaced with the 3.6.8. ones, right?
Title: Re: CVS Builds
Post by: WMCoolmon on January 06, 2006, 09:37:00 pm
The 3.6.7 VPs are still on the SCP downloads page.

If you think it would help, I or redmenace can probably come up with a debug build.
Title: Re: CVS Builds
Post by: redmenace on January 07, 2006, 02:04:22 am
Updated!
CVS as of 1/07/06
Some Important Comments:
Title: Re: CVS Builds
Post by: redmenace on January 07, 2006, 02:11:22 am
Sorry, latest build is 1/5/6 found in http://fs2source.warpcore.org/exes/latest/January2006/ (type it in and you should get a directory listing them.)

 :doubt: PS Goober or redmenace, don't you usually keep the links on page 1 updated? Oh well... probably too much on you guy's plates! Thanks for all you do :yes: ;) :D
as I said before, I am adjusting to my new position at work etc. I also have been computerless for the past couple of weeks. Getting everything installed and configured takes time.
Title: Re: CVS Builds
Post by: quadrophoeniX on January 07, 2006, 12:28:19 pm
Got some problems here as well with newer builds, no matter if used with 367 or 368. Any of the newer builds will ctd from the launcher when loading OpenAL, with no sound everything works fine. Yes, I do have OPenAL1.1 installed, I think it must have sometging to do with the Soundblaster X-Fi.  I have been looking all over the forum so far, but no avail. Can somebody confirm?
Title: Re: CVS Builds
Post by: Skippy on January 07, 2006, 03:45:19 pm
Edit: Nevermind
Title: Re: CVS Builds
Post by: jr2 on January 07, 2006, 04:32:14 pm
 :wtf: I've got the sound bug.  Just reading my own post; I realized I had version 1.1 instead of the latest version of OpenAl.  So, rather than leaving well enough alone, I went and installed the version from scp.indiegames.us .  Oops.  No sound, got error messages.  Re-installed version 1.1 of OpenAl over the newer version ... Sound works again!!   :)  Not sure why the version from the scp page would do that, though.  Hope that helps.  Version 1.1 from www.openal.org : http://www.openal.org/openal_webstf/downloads/OpenALwEAX.exe  :D
Title: Re: CVS Builds
Post by: quadrophoeniX on January 08, 2006, 11:58:50 am
thanks for helping, unfortunately it didn't help in my case. The funny thing is that other games that use Open AL (eg. Quake IV) work as usual, but debug build will stop on initializing oAL....
Title: Re: CVS Builds
Post by: redmenace on January 08, 2006, 07:38:05 pm
Updated!
CVS as of 1/08/06
Some Important Comments:
Title: Re: CVS Builds
Post by: redmenace on January 09, 2006, 09:22:23 pm
Updated!
CVS as of 1/09/06
Some Important Comments:
Title: Re: CVS Builds
Post by: Aerothorn on January 09, 2006, 11:34:43 pm
Ok, the 12/29 build was running fine but now I'm getting CTDs every time I try to play 'Their Finest Hour' and Mantis is broken so can't report it, so figure I'll just get a new build. I have an AMD Athlon64 X2, so it sounds like optimized is for me, but I was using the normal build before - willt he optimized mess up my normal one if I start using that?

Also, I'm assuming save-games transfer over when you upgrade builds?
Title: Re: CVS Builds
Post by: WMCoolmon on January 10, 2006, 02:18:29 am
The optimized build will probably not mess up anything, but the Inferno build might. I had an Inferno build convert my pilotfiles to a separate folder, it took me around a half hour to figure out what had happened and to fix it with a hex editor.

Savgames are automatically upgraded, but at the same time, this means that they won't work with older builds if an upgrade is made. So far, there haven't been any pilot file upgrades since 3.6.7.
Title: Re: CVS Builds
Post by: MetalDestroyer on January 10, 2006, 04:31:57 am
I'm wondering if the wireframe mode for FRED2 Open is operational ? Because, when I use this feature, FRED2 crash and I can't use it. I 've to wait a new release to use FRED2 or older released like the 3.6.5.

EDIT : I found another problem, but this time with Fs2 build from the 07.01.2006. It seems the textures are in low quality when I am at 150 meters or less to my target. I don't know if it's a mipmap related or a LOD related. With older build like the 29.12.2005, I have no problem.
Title: Re: CVS Builds
Post by: taylor on January 10, 2006, 07:23:22 am
EDIT : I found another problem, but this time with Fs2 build from the 07.01.2006. It seems the textures are in low quality when I am at 150 meters or less to my target. I don't know if it's a mipmap related or a LOD related. With older build like the 29.12.2005, I have no problem.
It now uses mipmap levels for detail level settings.  If the "3D Hardware Textures" slider is at the max then it work as it always has.  If not then it caps the maximum detail mipmap that can be displayed so you may not get the maximum quality image, but it's a user preference.  Of course this is only for OpenGL, D3D doesn't have support for that yet.
Title: Re: CVS Builds
Post by: MetalDestroyer on January 10, 2006, 08:03:47 am
It now uses mipmap levels for detail level settings. If the "3D Hardware Textures" slider is at the max then it work as it always has. If not then it caps the maximum detail mipmap that can be displayed so you may not get the maximum quality image, but it's a user preference. Of course this is only for OpenGL, D3D doesn't have support for that yet.

Where can i found the "3D Hardware Textures" slider ? in the launcher ? or into Fs 2 ?

Title: Re: CVS Builds
Post by: taylor on January 10, 2006, 08:09:32 am
Where can i found the "3D Hardware Textures" slider ? in the launcher ? or into Fs 2 ?
In FS2, the detail settings tab on the options screen.
Title: Re: CVS Builds
Post by: Trivial Psychic on January 10, 2006, 09:22:08 am
What about in FRED?
Title: Re: CVS Builds
Post by: taylor on January 10, 2006, 11:20:59 am
What about in FRED?
The wireframe thing?  I was going to wait until I had tried that myself before commenting.  There was an issue previously where wireframe mode was/is still non-HTL and was hitting a limit on some of the higher-poly models.  I think that FRED2 may use HTL-based line drawing for that but I'm not sure.  Either way, I had fixed it so that it shouldn't crash with rendering hi-poly models in wireframe view and instead it just wouldn't render.  That worked in the normal game but I had never tried it in FRED2.  FRED may do something different, or this is a new and unrelated issue.  I'm still working on getting the dynamic starfield code working in FRED properly so I'll test out the wireframe thing as I put the finishing touches on the starfield code.
Title: Re: CVS Builds
Post by: TrashMan on January 10, 2006, 04:03:27 pm
What about in FRED?
The wireframe thing?  I was going to wait until I had tried that myself before commenting.  There was an issue previously where wireframe mode was/is still non-HTL and was hitting a limit on some of the higher-poly models.  I think that FRED2 may use HTL-based line drawing for that but I'm not sure.  Either way, I had fixed it so that it shouldn't crash with rendering hi-poly models in wireframe view and instead it just wouldn't render.  That worked in the normal game but I had never tried it in FRED2.  FRED may do something different, or this is a new and unrelated issue.  I'm still working on getting the dynamic starfield code working in FRED properly so I'll test out the wireframe thing as I put the finishing touches on the starfield code.

Oh yeah, it happens a lot.
the limit is 6500 normals.

It dumps a warninr when loading a mission with a leviathan/fenris, saying that there are too many normals, then it sez that i there are 40 normals, capped to 0, and opens the misiion.

However, if a larger, more detailed ship is allso in the mission, it gives the warning message about too many normals and chrashes :(
and I think it did that alls owhen i turned on hte model display, not only in the wireframe. the only safe way to make missions is by havinh the view set to show only dots :(
Title: Re: CVS Builds
Post by: Aerothorn on January 10, 2006, 07:19:47 pm
Ok - so what's the difference (in the optimized build) between the _d version and the _r version?
Title: Re: CVS Builds
Post by: Trivial Psychic on January 10, 2006, 09:09:46 pm
What about in FRED?
The wireframe thing?  I was going to wait until I had tried that myself before commenting.  There was an issue previously where wireframe mode was/is still non-HTL and was hitting a limit on some of the higher-poly models.  I think that FRED2 may use HTL-based line drawing for that but I'm not sure.  Either way, I had fixed it so that it shouldn't crash with rendering hi-poly models in wireframe view and instead it just wouldn't render.  That worked in the normal game but I had never tried it in FRED2.  FRED may do something different, or this is a new and unrelated issue.  I'm still working on getting the dynamic starfield code working in FRED properly so I'll test out the wireframe thing as I put the finishing touches on the starfield code.
Actually, I was referring to the mipmap reduction in detail thing.  I've noticed that on builds since about 12/29, ships in FRED have a lower detail (at least in terms of mapping) than normal.  As I zoom in on some larger models, I can even just make out a line of texture detail changing.  It's like mipmaping is enabled by default for FRED, but the distance changes are different than the LOD settings are.  Is there a command line to disable mipmaping for FRED?
Title: Re: CVS Builds
Post by: taylor on January 10, 2006, 11:24:57 pm
Actually, I was referring to the mipmap reduction in detail thing.  I've noticed that on builds since about 12/29, ships in FRED have a lower detail (at least in terms of mapping) than normal.  As I zoom in on some larger models, I can even just make out a line of texture detail changing.  It's like mipmaping is enabled by default for FRED, but the distance changes are different than the LOD settings are.  Is there a command line to disable mipmaping for FRED?
Mipmapping is enabled period, there is no way to disable it and I don't intend to implement one.  Mipmaps are also independant of LOD settings, they change automatically to match the geometry size.  You could even have multiple mipmap levels of the same texture being shown on the same ship.  Something like the Lucifer or other large ship, where you are viewing from one end down to the other, would end up using various mipmap levels all the way down the ship.  It may be using the detail settings wrong, in which case it would not use the full set of mipmaps and skip the highest detail version.  I'm not sure which detail setting that FRED uses and I don't think it's settable.  But the detail setting resize happens regardless of whether you use mipmaps or not.  It didn't before when using compressed DDS textures but that was a bug and is what has been fixed.

And are you using trilinear filtering?  If not then you would get a visible line of two different quality textures.  Trilinear blends it an extra time so that you get rid of that visible quality change.  That may be what you are seeing (or at least the most noticable part of the problem).
Title: Re: CVS Builds
Post by: Goober5000 on January 11, 2006, 12:14:48 pm
Ok - so what's the difference (in the optimized build) between the _d version and the _r version?

_d is debug
_r is release

Debug includes all sorts of error checking, while Release is optimized.  Play with Release; report bugs with Debug.
Title: Re: CVS Builds
Post by: ARSPR on January 16, 2006, 01:16:02 pm
Just a PITA request for SCP gurus ... ;7

Till Redmenace is "fully operational" again, can anyone of you "take his job" and compile the CVS version for programming nerds as myself?

Thank you in advance. I would like to check last bug corrections (as 691 Taylor's fix) and it seems there has been a lot of fixing lately...
Title: Re: CVS Builds
Post by: redmenace on January 16, 2006, 04:30:35 pm
I have new builds, just not uploaded. FRED2 however, is broken till further notice.
Title: Re: CVS Builds
Post by: Cobra on January 16, 2006, 05:35:11 pm
nooooooooooo! :(
Title: Re: CVS Builds
Post by: Goober5000 on January 16, 2006, 06:04:52 pm
It's actually working again - did you see the thread?  It was fixed during the last day or two. :)
Title: Re: CVS Builds
Post by: taylor on January 17, 2006, 06:06:42 am
Oh yeah, it happens a lot.
the limit is 6500 normals.
I'm making it dynamic.  Also I'm fixing the HTL wireframe mode to work properly (in OGL at least) and that will be the default for HTL now.  It should soon have no limit in number or verts or normals and wireframe models should render just as fast (or faster) than normal models.
Title: Re: CVS Builds
Post by: redmenace on January 17, 2006, 08:21:25 am
Updated!
CVS as of 1/16/06
Some Important Comments:
Title: Re: CVS Builds
Post by: CP5670 on January 17, 2006, 12:29:09 pm
One pecularity I have noticed with these links (for quite a long time now) is that if I click them in Firefox, it tries to load up the rar file inside the browser and displays a lot of gibberish. I have to right-click and save the files somewhere in order to download them normally. Is anyone else getting this?
Title: Re: CVS Builds
Post by: redmenace on January 17, 2006, 02:04:26 pm
Known Issue. No fix, sorry.
Title: Re: CVS Builds
Post by: WMCoolmon on January 17, 2006, 04:11:12 pm
Sounds like a server problem.
Title: Re: CVS Builds
Post by: Solatar on January 17, 2006, 05:54:54 pm
I just use IE to download them.
Title: Re: CVS Builds
Post by: phatosealpha on January 18, 2006, 08:38:35 am
Has there been weirdness reported with the 1/16 build about radar in the nebula and environment mapping?  Been awhile since I played FS2 at all, so I'm out of touch.

Radar in the nebula works at full range, so in the first nebula mission you can see everything on radar when most of it should be invisible.  Turning on env mapping just flat out crashes whenever I enter a mission.

Apoligies if these are reposts.
Title: Re: CVS Builds
Post by: CP5670 on January 18, 2006, 11:28:46 am
The env mapping has been broken for a while, but the other thing sounds like a new bug. Put it on Mantis.

[edit] Actually never mind, it looks like it's already on there.
Title: Re: CVS Builds
Post by: jr2 on January 19, 2006, 04:31:15 pm
Quote
One pecularity I have noticed with these links (for quite a long time now) is that if I click them in Firefox, it tries to load up the rar file inside the browser and displays a lot of gibberish. I have to right-click and save the files somewhere in order to download them normally. Is anyone else getting this?
CP5670

Just right-click > Save Link As... ,

or better yet, get the FlashGot plugin http://www.flashgot.net  and use it with Free Download Manager  www.freedownloadmanager.org  (free - no spyware, etc). 
Then you'd right-click > FlashGot Link
This way, it downloads much faster!
Hope this helps!!  :)  ;)
Title: Re: CVS Builds
Post by: Cobra on January 19, 2006, 05:23:35 pm
i never saw anything wrong with the env. mapping...

[EDIT] i would have taken a screenshot to see if you could see if anything was wrong, but i'm still getting variating single-color screenshots. :wtf:
Title: Re: CVS Builds
Post by: MetalDestroyer on January 20, 2006, 12:05:13 pm
Just Wouaww !! This builds are definately the best I've got, no sound stuttering, no music cut, better AI (a lot lot better AI behavior). However, the Voice recognition didn't work :(


What do you guys have done to the AI ? Now, in all the missions I made, the Empire fleet take advantage and destroyed an Orion class as fast as possible. Generally, the Orion survive but was still damaged. Now, I can cry in space !!  :shaking:
Title: Re: CVS Builds
Post by: CP5670 on January 20, 2006, 10:41:04 pm
I haven't noticed any differences in the AI. (and there shouldn't be, at least by default) How exactly are they better?
Title: Re: CVS Builds
Post by: Mewgen1 on January 20, 2006, 10:43:16 pm
Heya everyone, I was just having a problem with the 1/16 InfCVS build and since I cant use the search function on the forums (is that ever going to get fixed?) I figured this was the most appropriate place to put this.

Anyways the error occurs when I click the launchers run button.   I started having the problem when I installed the upgraded inferno files, but it continued even after I removed the new files and set the launcher to use no mods.  I also tried the same thing with the 1/17 build.

Flags:
C:\Games\FreeSpace2\fs2_open_r-P4Inf20060116.exe -spec -glow -jpgtga -2d_poof -cache_bitmaps -missile_lighting -ship_choice_3d -snd_preload -fps


Error: TurretAngleFix-shp.tbm(line 6:
Error: Required token = [#End], [$Subsystem:] or [$Name], found [$type="inital"].

File:\fs2_open\code\parse\parselo.cpp
Line: 612
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------


Has this happened to anyone before?
Title: Re: CVS Builds
Post by: redmenace on January 20, 2006, 10:51:54 pm
looks like you are using old media vps.
Title: Re: CVS Builds
Post by: MetalDestroyer on January 20, 2006, 11:36:57 pm
I haven't noticed any differences in the AI. (and there shouldn't be, at least by default) How exactly are they better?

I didn't try with the main Fs2 campaign, but in my SW mod, enemy fighter and bomber are more dangerous than before. Their evasive action is better, as well for their accuracy and the way they moved (they use their full speed and bomber attack any cruiser faster).

Title: Re: CVS Builds
Post by: karajorma on January 21, 2006, 05:02:47 am
The most recent build of FRED is crashing a hell of a lot for me. It seems to occur whenever I use any of WMCoolmons SEXPs (cutscene or the object speed ones) but not with the others (Except the get-object-x and get-object-relative-x SEXPs). Furthermore FRED offers me different options from the popup menu for these ships. Instead of Alpha 1 being the default option I get <any traitor> and then this weirdness. THe 9/1/2006 build is fine. Haven't tried any intermediate builds yet.

[attachment deleted by admin]
Title: Re: CVS Builds
Post by: Mav on January 21, 2006, 02:45:54 pm
I haven't noticed any differences in the AI. (and there shouldn't be, at least by default) How exactly are they better?

I didn't try with the main Fs2 campaign, but in my SW mod, enemy fighter and bomber are more dangerous than before. Their evasive action is better, as well for their accuracy and the way they moved (they use their full speed and bomber attack any cruiser faster).



Also, in the Shivan Gauntlet, the cruisers are no longer sitting ducks, they actually move around and try to make your life as hard as possible (which I find quite a good thing).
Just recently reinstalled FS, so I can't really say much more to this.


And the 9/1/2006- build crashes on me everytime the mission starts (right where the Manticores jump in).
The 29/12/2005 works quite good, but usually crashes once I try to load a second mission. :(
Still, there's quite a high chance that my PC is the problem, as
         a) I'm thinking the RAM might be a bit faulty
and   b) I'm running Win98 (the readme told me it wasn't recommended, I know...)

Only point I'd complain about is that both FRED builds show most textures (except the Pegasus) and backgrounds as plain white, regardless of if I have -jgptga and/or -fredhtl enabled. :( Is this issue already known?  :confused:
Title: Re: CVS Builds
Post by: CP5670 on January 21, 2006, 05:56:14 pm
Quote
I didn't try with the main Fs2 campaign, but in my SW mod, enemy fighter and bomber are more dangerous than before. Their evasive action is better, as well for their accuracy and the way they moved (they use their full speed and bomber attack any cruiser faster).

You're right actually, there is definitely something up with the AI in this build. I tried one of my missions and my wingmen weren't carrying out their initial orders at all, just standing still instead. Looks like a major bug.
Title: Re: CVS Builds
Post by: Mewgen1 on January 22, 2006, 01:52:41 pm
looks like you are using old media vps.

Well I had the 3.6.7 VPs (including all 3 patches) from the SCP download page (http://scp.indiegames.us/download.php?list.2).  I still get the same problem.  Are there newer VPs someplace?  The third patch says something about a 3.6.8 beta VP, but I havent seen it anywhere.
Title: Re: CVS Builds
Post by: StratComm on January 22, 2006, 02:10:56 pm
The 3.6.8 vps (now Deltas) can be found in a sticky thread in the FS Upgrade forums on this site.
Title: Re: CVS Builds
Post by: Goober5000 on January 22, 2006, 05:34:56 pm
The most recent build of FRED is crashing a hell of a lot for me. It seems to occur whenever I use any of WMCoolmons SEXPs (cutscene or the object speed ones) but not with the others (Except the get-object-x and get-object-relative-x SEXPs). Furthermore FRED offers me different options from the popup menu for these ships. Instead of Alpha 1 being the default option I get <any traitor> and then this weirdness. THe 9/1/2006 build is fine. Haven't tried any intermediate builds yet.

:lol:

Crap, that must be due to the newly-added IFF mod.  Can you mantis everything?
Title: Re: CVS Builds
Post by: Mewgen1 on January 22, 2006, 06:01:13 pm
Thanks for pointing me in the right direction StratComm, now downloading....
Title: Re: CVS Builds
Post by: Shadow0000 on January 22, 2006, 08:25:33 pm
Quote
Crap, that must be due to the newly-added IFF mod.  Can you mantis everything?

There are lot of Problems regarding Default IFF, I have some missions where Aspect Seeking Missiles can lock to Friendly targets, another problem is that I get a "Team: " or unfilled data Team in Missions that Team are set right, you just get into a text editing and you can see its okay.

In FRED2 Debug Build it reports there is no Default IFF for any Species, it doesn't matter if it is specified in the Species_def.tbl or the -sdf.tbm, it just ignores it, and keep reporting it (the same for Colour and AWACS Multiplier)
Also sometimes it messes team, like you set it to "Friendly", but it appears in "Red" colour, maybe it's only messing colours......

I am using Inferno........but the CVS Build is the Standard (non-INF)
Title: Re: CVS Builds
Post by: taylor on January 23, 2006, 03:47:37 am
I have some missions where Aspect Seeking Missiles can lock to Friendly targets
I noticed that recently with FSPort and thought it was a code issue but it wasn't (unless this bit of code has changed function).  The mission had the "+All Teams Attack" flag set and that makes all ships fight each other.  I'm not sure if that was the original behavior of that flag or not though.  Check the mission and if that flag is set just remove it and everything should work normally again.
Title: Re: CVS Builds
Post by: karajorma on January 23, 2006, 11:09:01 am
:lol:

Crap, that must be due to the newly-added IFF mod.  Can you mantis everything?

I don't think I included the pic. Everything else is in :)
Title: Re: CVS Builds
Post by: Cobra on January 23, 2006, 11:13:49 am
where's the new CVS'? i need a fixed build that can friggin' play Derelict SCP.
Title: Re: CVS Builds
Post by: karajorma on January 23, 2006, 11:23:23 am
First page. Where they've always been. :p
Title: Re: CVS Builds
Post by: CP5670 on January 23, 2006, 11:26:15 am
I'm really waiting for the next build here. This 1/16 version has several problems that have been fixed since it was posted.
Title: Re: CVS Builds
Post by: karajorma on January 23, 2006, 11:39:14 am
The 18/01 build is up. It's just not posted.
Title: Re: CVS Builds
Post by: Cobra on January 23, 2006, 11:45:53 am
i want the 20060124 build. :p
Title: Re: CVS Builds
Post by: CP5670 on January 23, 2006, 12:09:18 pm
The 18/01 build is up. It's just not posted.

I tried that one but it doesn't incorporate the ogg file crash issue, which I think was added a day later. I'm back to the ever reliable 9/17 for now.
Title: Re: CVS Builds
Post by: redmenace on January 23, 2006, 05:03:42 pm
be patient please I have been working all last week and had to go into work today as well as going to class all day so cut me a little more slack.
Title: Re: CVS Builds
Post by: karajorma on January 23, 2006, 06:03:54 pm
I tried that one but it doesn't incorporate the ogg file crash issue, which I think was added a day later. I'm back to the ever reliable 9/17 for now.

What's this ogg file crash? I think that's my issue with Derelict-SCP.
Title: Re: CVS Builds
Post by: CP5670 on January 23, 2006, 07:01:28 pm
Quote
be patient please I have been working all last week and had to go into work today as well as going to class all day so cut me a little more slack.

Sorry, didn't mean to suggest that it was taking too long. I was just wondering when the next one would be out. The 9/17 version has almost everything I need anyway; it has none of the post-3.6.7 crashing and AI bugs and has working environmental mapping. The only issues with it are relatively minor, that the briefing icons don't show in D3D mode and there is no mirrored briefing icon support.

Quote
What's this ogg file crash? I think that's my issue with Derelict-SCP.

The game just freezes when loading up certain ogg files. I encountered this in several of my missions. I think it's been fixed (http://lore.maxgaming.net/~scp/mantis/bug_view_page.php?bug_id=0000730).
Title: Re: CVS Builds
Post by: karajorma on January 23, 2006, 07:09:35 pm
The game just freezes when loading up certain ogg files. I encountered this in several of my missions. I think it's been fixed (http://lore.maxgaming.net/~scp/mantis/bug_view_page.php?bug_id=0000730).

Yep. That's exactly what I'm getting.
Title: Re: CVS Builds
Post by: redmenace on January 23, 2006, 11:14:03 pm
That wasn't directed at you, CP5670.
Title: Re: CVS Builds
Post by: redmenace on January 23, 2006, 11:15:11 pm
Updated!
CVS as of 1/23/06
Some Important Comments:
Title: Re: CVS Builds
Post by: Cobra on January 23, 2006, 11:55:22 pm
i keep getting 404's on all the files. :(
Title: Re: CVS Builds
Post by: Trivial Psychic on January 24, 2006, 12:15:35 am
The 2006/01/23 files have been mistakenly named with the date 2006/11/23.  Do a "copy shortcut" of the link, paste into your browser, delete the file itself from the shortcut and go directly to the web-folder, then grab from there.  I check there before I even come here.  Somtimes I can get the heads-up on builds that haven't even been announced yet.
Title: Re: CVS Builds
Post by: Trivial Psychic on January 24, 2006, 12:38:03 am
I'm getting a problem with the new FRED build.  I've encountered this with some previous builds a few months ago, but it wasn't present in the 01/18 build.  Upon shutting down the program, it still remains open as a windows process (WinXP) and has to be terminated there to shut it down.  While the process is active, it can suck up as much as 96% CPU power.
Title: Re: CVS Builds
Post by: phatosealpha on January 24, 2006, 03:27:59 am
Been playing some of the FSPort with this latest build.  It's certainly behaving weirdly - particularly the first mission where you encounter the shivans.  'H' will target anything, including your own wingmen, the cruiser you're supposed to escort shoots at you, the shivans don't attack the vasudan fighters, the vasudan fighters don't do much of anything, and the shivan bombers seem incapable of blowing up the cruiser like they're supposed to.  Might be the flag mentioned above, but it's certainly not what the mission is meant to be doing.


Incidentally, the problem where OpenGL mode doesn't correctly reset brightness upon exiting is back.
Title: Re: CVS Builds
Post by: starfox on January 24, 2006, 06:44:20 am
There seems to be some problems with the latest build, as the RAR-file appears to be damaged...
After the download it's size is 332 b, and it can't be opened.
 :(
Title: Re: CVS Builds
Post by: Wanderer on January 24, 2006, 06:52:17 am
Go to this place (http://fs2source.warpcore.org/exes/latest/January2006/) and try to download files from there..
Title: Re: CVS Builds
Post by: taylor on January 24, 2006, 07:26:16 am
I'm getting a problem with the new FRED build.  I've encountered this with some previous builds a few months ago, but it wasn't present in the 01/18 build.  Upon shutting down the program, it still remains open as a windows process (WinXP) and has to be terminated there to shut it down.  While the process is active, it can suck up as much as 96% CPU power.
Crap, my fault.  Of course I figured that might happen but the error checking code that's hanging needs to actually do all that it's doing.  I'll set it break out of the while() loop if FRED is running that should fix it there but still work properly in the regular game.
Title: Re: CVS Builds
Post by: Goober5000 on January 24, 2006, 12:37:52 pm
Been playing some of the FSPort with this latest build. It's certainly behaving weirdly - particularly the first mission where you encounter the shivans. 'H' will target anything, including your own wingmen, the cruiser you're supposed to escort shoots at you, the shivans don't attack the vasudan fighters, the vasudan fighters don't do much of anything, and the shivan bombers seem incapable of blowing up the cruiser like they're supposed to. Might be the flag mentioned above, but it's certainly not what the mission is meant to be doing.

Hm.  Sounds like a bunch of IFF bugs.  My fault.
Title: Re: CVS Builds
Post by: taylor on January 24, 2006, 12:46:14 pm
Been playing some of the FSPort with this latest build. It's certainly behaving weirdly - particularly the first mission where you encounter the shivans. 'H' will target anything, including your own wingmen, the cruiser you're supposed to escort shoots at you, the shivans don't attack the vasudan fighters, the vasudan fighters don't do much of anything, and the shivan bombers seem incapable of blowing up the cruiser like they're supposed to. Might be the flag mentioned above, but it's certainly not what the mission is meant to be doing.

Hm.  Sounds like a bunch of IFF bugs.  My fault.
It's the "+All teams attack" flag in the mission.  Remove the flag and it works fine.  When Mission_all_attack gets set then the IFF code returns all ships as targettable.  I assumed that it was more of a mission problem, but whether that's actually a code bug or not is up to you. :)
Title: Re: CVS Builds
Post by: StratComm on January 24, 2006, 03:10:18 pm
:lol:

It's a code bug.  It's supposed to mean all ships not on your team are targetable and it's supposed to mean that across all teams, so that hostile ships will attack "neutral" ships and vice versa as well as friendly ones.  It's not supposed to let you target your wingmen.  I think Goober knows what's wrong though.
Title: Re: CVS Builds
Post by: Goober5000 on January 24, 2006, 04:29:27 pm
It's the "+All teams attack" flag in the mission.  Remove the flag and it works fine.  When Mission_all_attack gets set then the IFF code returns all ships as targettable.  I assumed that it was more of a mission problem, but whether that's actually a code bug or not is up to you. :)

Oh, that's what it is.  I hadn't conceptually linked the two errors yet. :)

That's probably a mission bug, but I'm guessing that this feature is only applicable for multiplayer.  So perhaps the parsing code should ignore that flag unless it's parsing a multiplayer mission.

It's a code bug.  It's supposed to mean all ships not on your team are targetable and it's supposed to mean that across all teams, so that hostile ships will attack "neutral" ships and vice versa as well as friendly ones.  It's not supposed to let you target your wingmen.  I think Goober knows what's wrong though.

Er, wait.  There are two possibilities here... all teams attack all other teams, or all ships attack all other ships.  (The latter is dogfighting, if I'm not mistaken.)  So which should this flag trigger?
Title: Re: CVS Builds
Post by: StratComm on January 24, 2006, 04:43:39 pm
All teams attack other teams.  That's the correct function that flag should trigger.

"Dogfight" is a mission type that is explicitly restricted to multiplayer.  "All teams at war", a mission flag that actually shows up in the mission file as "+All temas attack", gives the behavior I described.  The classic example is ships of the HoL in FS1, where they are supposed to be hostile to both the player's faction and the Shivans.  HoL ships are set as Neutral, "all teams at war" is checked, and everything proceeds normally.  I'm 100% sure about this but if you don't believe me, ask Karajorma.  He's done enough with FRED to know what it should do.
Title: Re: CVS Builds
Post by: karajorma on January 24, 2006, 05:36:39 pm
I'm not certain if Stratcomm is correct about the way it was used in FS1 as I haven't checked it but he's correct about what it does in FS2. When checked the All teams at war option makes neutral and unknown teams fight with hostile and friendly ones.

It's basically there in case you want to have a massive furball in your missions where there are more than two factions battling it out. The idea is to override the default behaviour of each IFF and make them all hate each other.

It's not supposed to make everyone try to kill everyone. Even the FRED documentation says different.

Quote
If you check All Teams At War, the rules described in the Ships Editor change: now Neutrals and Unknowns will also attack Hostiles.
Title: Re: CVS Builds
Post by: redmenace on January 24, 2006, 10:20:28 pm
Updated!
CVS as of 1/24/06
Some Important Comments:
Title: Re: CVS Builds
Post by: phatosealpha on January 24, 2006, 11:59:24 pm
Sometime in between yesterdays build and today's, something went seriously wrong with "Battle of the wilderness".  In that mission, the HUD flashes on and off, there are occasional white squares, and something big and polygonal keeps popping up, big enough to cover the entire screen, but I don't know what exactly it is.  Something's definitely gone wrong though.
Title: Re: CVS Builds
Post by: redmenace on January 26, 2006, 12:57:55 am
Updated!
CVS as of 1/25/06
Some Important Comments:
Title: Re: CVS Builds
Post by: redmenace on January 26, 2006, 11:30:10 pm
Updated!
CVS as of 1/26/06
Some Important Comments:
Title: Re: CVS Builds
Post by: Singh on January 27, 2006, 04:53:07 am
Gah. STILL no music.   :mad:

Seriously. When are you guys going to fix that issue? I want to play FS2 with music so that i can refresh my memory with plot details as I write my stories damnit!!   :( :no:
Title: Re: CVS Builds
Post by: MetalDestroyer on January 27, 2006, 06:04:08 am
Gah. STILL no music.   :mad:

Seriously. When are you guys going to fix that issue? I want to play FS2 with music so that i can refresh my memory with plot details as I write my stories damnit!!   :( :no:

Strange with the 16.01.2006 build the music work fine. I think, you have to install the latest version of Direct X 9.0c from the 27 or 28 december 2005 (d3d9_28.dll or something like that). You can find it into 3D Mark 2006.
Title: Re: CVS Builds
Post by: jr2 on January 27, 2006, 07:32:18 am
Extremely stupid question (unless it's the answer)
...You checked the volume level of the music in FS2's config, right?... Maybe try dropping it to nothing and then pulling it back up.  Of course, if you're getting error messages, that's probably not it, but at this point, it's worth trying...
Sorry, no insult to intelligence intended   ;)  :)
Title: Re: CVS Builds
Post by: redmenace on January 27, 2006, 10:25:22 am
Gah. STILL no music. :mad:

Seriously. When are you guys going to fix that issue? I want to play FS2 with music so that i can refresh my memory with plot details as I write my stories damnit!! :( :no:
Do you want me to compile a DS build?
Title: Re: CVS Builds
Post by: CP5670 on January 27, 2006, 10:27:56 am
Gah. STILL no music. :mad:

Seriously. When are you guys going to fix that issue? I want to play FS2 with music so that i can refresh my memory with plot details as I write my stories damnit!! :( :no:

Use the 9/17 version if you want to play normally. That build is really nice and works well across the board without any major problems.

Quote
Do you want me to compile a DS build?

derek smart build? :confused: :D
Title: Re: CVS Builds
Post by: Cobra on January 27, 2006, 10:50:24 am
Gah. STILL no music. :mad:

Seriously. When are you guys going to fix that issue? I want to play FS2 with music so that i can refresh my memory with plot details as I write my stories damnit!! :( :no:

don't use time compression 8x and above. :p
Title: Re: CVS Builds
Post by: taylor on January 27, 2006, 01:02:49 pm
Seriously. When are you guys going to fix that issue?
As far as I know the previous issues have been fixed and you seem to be the only one getting no music.  It's either the music files themselves (as it doesn't properly support 16-bit 11,025Hz files for music), or it's a system related issue.  Music works fine for me as of the last couple of bug fixes so I doubt it's a general code issue.  I've still got one more fix to go into CVS but that only affects certain files and would only fix stuttering/static.
Title: Re: CVS Builds
Post by: redmenace on January 27, 2006, 02:08:51 pm
DS=Direct Sound
Title: Re: CVS Builds
Post by: Cobra on January 27, 2006, 08:31:32 pm
Derek Smart build :lol: nice!
Title: Re: CVS Builds
Post by: CaptJosh on January 27, 2006, 10:58:42 pm
Ok, for many many builds, so many that I can't tell you how far back it goes, I've been getting a bug with video playback in OpenGL. When I try to bypass the intro vid, it just hangs after I hit escape. It also just hangs if I let the video play to the end. Is this mantised right now? Or should I enter a new bug?
Title: Re: CVS Builds
Post by: taylor on January 27, 2006, 11:19:00 pm
Ok, for many many builds, so many that I can't tell you how far back it goes, I've been getting a bug with video playback in OpenGL. When I try to bypass the intro vid, it just hangs after I hit escape. It also just hangs if I let the video play to the end. Is this mantised right now? Or should I enter a new bug?
Pretty sure it's Mantised already.  I've just never been able to replicate the problem in order to fix it.  But the current movie code is going to get ripped out when I get the time anyway and this type of thing shouldn't be a problem any more.
Title: Re: CVS Builds
Post by: redmenace on January 27, 2006, 11:51:08 pm
Updated!
CVS as of 1/27/06
Some Important Comments:
Title: Re: CVS Builds
Post by: redmenace on January 29, 2006, 12:37:48 am
Updated!
CVS as of 1/28/06
Some Important Comments:
Title: Re: CVS Builds
Post by: karajorma on January 29, 2006, 08:16:34 am
I'm getting a rather major error in FRED with the last couple of builds. It doesn't seem to like Alpha 1 any more. I always get a message like this

Ship "Alpha 1" in wing should be called "Alpha 2"

This happens even with no media VPs loading a :v: mission like Surrender Belisarius.
Title: Re: CVS Builds
Post by: Cobra on January 29, 2006, 11:05:22 am
:wakka: who knew the coding would hate alpha one instead of just the shivans and HoL? :wakka:
Title: Re: CVS Builds
Post by: redmenace on January 30, 2006, 12:23:48 am
Updated!
CVS as of 1/29/06
Some Important Comments:
Title: Re: CVS Builds
Post by: WMCoolmon on January 30, 2006, 12:30:32 am
 :lol:

That's really weird. Maybe FRED2 has just gotten tired of handing out victory messages for the player?
Title: Re: CVS Builds
Post by: phatosealpha on January 30, 2006, 12:50:07 am
Well, the bug with the Port mission I mentioned is fixed.

There is however a rendering error that appears after extended play.  Ships get the wrong textures - I think it also affects the HUD, though I can't say 100%.  Got a screencap of it, but it's pretty big (2048x1536).

http://www.freewebs.com/phatose/screen0001.jpg
Title: Re: CVS Builds
Post by: WMCoolmon on January 30, 2006, 12:59:25 am
The glow texture actually looks kind of cool.

What are your system specs?
Title: Re: CVS Builds
Post by: taylor on January 30, 2006, 01:20:02 am
There is however a rendering error that appears after extended play.  Ships get the wrong textures - I think it also affects the HUD, though I can't say 100%.  Got a screencap of it, but it's pretty big (2048x1536).
Make sure that debug_filter.cfg exists in your freespace2 folder (if it doesn't just create an empty file), then run a debug build until you get the texture problem, then post the fs.log for me (it will likely be a big file so please compress it).
Title: Re: CVS Builds
Post by: phatosealpha on January 30, 2006, 02:12:37 am
I'll see what I can do abou running the debug build.

Specs are:
Dual Core Opteron [email protected]
1 GB RAM
6800 GT AGP
MSI K8N Neo2
Audigy 2 ZS
Title: Re: CVS Builds
Post by: starfox on January 30, 2006, 04:22:20 am
There are some problems on "As lightning fall" with the latest builds...

When I approach the "beacon 1", "the beacon 2" should be revealed ? This is not happening, making this mission nigh impossible to complete...
Secondy, Is this the "recovery ship" supposedly called via reinforcement command, I can't call anyone.

When I played the mission on the
1/28/06 build, all the beacons were already visible, making the mission "baby snack", but I still could not call that recovery ship, when I reached the NTT Grall.
Title: Re: CVS Builds
Post by: MetalDestroyer on January 30, 2006, 09:16:06 am
Updated!
CVS as of 1/28/06
Some Important Comments:
  • Standard Build Updated
  • Optimized Build Updated
  • Inferno Build Updated
  • Optimized Inferno Updated
  • Standard FRED2 Updated
  • Optimized FRED2 Updated
  • Inferno FRED2 Updated
  • Optimized Inferno FRED2 Updated
The voice recognition feature doesn't work. Is it important to use an english version of Win XP to run this ?
I didn't forget to train my voice with the SAPI SDK 5.1. But when calling Alpha, the communication menu doesn't pop up.
Title: Re: CVS Builds
Post by: ARSPR on January 30, 2006, 12:06:28 pm
There are some problems on "As lightning fall" with the latest builds...

When I approach the "beacon 1", "the beacon 2" should be revealed ? This is not happening, making this mission nigh impossible to complete...
Secondy, Is this the "recovery ship" supposedly called via reinforcement command, I can't call anyone.

When I played the mission on the
1/28/06 build, all the beacons were already visible, making the mission "baby snack", but I still could not call that recovery ship, when I reached the NTT Grall.

I think targeting works fine. I mean Nav beacons do not get inmediatly targeteable, they just appear as blinking dark grey points in the radar. You have to get closer to get them targeteable.

But the reinforce calling is definitely broken. I'm going to mantis it. Maybe it's related with 691 bug.
Title: Re: CVS Builds
Post by: Cobra on January 30, 2006, 08:02:48 pm
Well, the bug with the Port mission I mentioned is fixed.

There is however a rendering error that appears after extended play. Ships get the wrong textures - I think it also affects the HUD, though I can't say 100%. Got a screencap of it, but it's pretty big (2048x1536).

http://www.freewebs.com/phatose/screen0001.jpg

turn off -img2dds. that's exactly what happened to me. don't use it until the coders fix it.
Title: Re: CVS Builds
Post by: phatosealpha on January 30, 2006, 08:14:44 pm
-img2dds wasn't on.  When it's on, I get something much weirder, ghost ships.
Title: Re: CVS Builds
Post by: Cobra on January 30, 2006, 08:46:29 pm
well, not only that, but you get the radar map for an insignia on a perseus. :p

well, i guess -img2dds doesn't fit this equation...
Title: Re: CVS Builds
Post by: redmenace on January 30, 2006, 09:28:30 pm
Updated!
CVS as of 1/30/06
Some Important Comments:
Title: Re: CVS Builds
Post by: redmenace on January 31, 2006, 10:14:24 pm
Updated!
CVS as of 1/31/06
Some Important Comments:
Title: Re: CVS Builds
Post by: bfobar on February 01, 2006, 03:34:24 am
I know its extra work for you, but any chance of throwing up a sentence or two saying what got updated in the new CVS? I'm curious what gets changed, thats all.
Title: Re: CVS Builds
Post by: starfox on February 01, 2006, 03:49:34 am
Me too, would like to know, (unless it's something very minor).
Bigger updates 'n stuff are usually anounced in the other threads in style "It's in CVS now"
Aside from that, if you have any extra time, little line or two of "what's updated" would be very informative.
Keep up the good work :yes:

Title: Re: CVS Builds
Post by: Shadow0000 on February 01, 2006, 11:08:19 pm
Me too, having a small Change Log / History file would be really helpful to identify bug's sources, and which build were introduced.
Title: Re: CVS Builds
Post by: Mefustae on February 02, 2006, 08:38:26 pm
Jus tried the latest standard FS2 build, and it really futzes with my sound. No matter what I try, all music & sound is fuzzy, scratchy, and unbelievably annoying...
Title: Re: CVS Builds
Post by: AlphaOne on February 09, 2006, 03:08:00 am
Oki now i'm confuzed...!   :( Which is tle last build the 3.6.8 I need to download in order to play derelict and stuff and I think Karajorma told me to get the open all also so that the sound or something like that works..!
I would really apreciate the help! I just dont know which one to download! :confused:
Title: Re: CVS Builds
Post by: karajorma on February 09, 2006, 06:37:13 am
SCP >> Recent Builds >> CVS Builds Thread.

Read the small print in the first post.
Title: Re: CVS Builds
Post by: Prophet on February 09, 2006, 10:33:47 am
Umm... What is the newest build? (link?)
Title: Re: CVS Builds
Post by: Wanderer on February 09, 2006, 10:45:02 am
02/02/06...
Title: Re: CVS Builds
Post by: Prophet on February 09, 2006, 10:50:39 am
Never mind then...
Title: Re: CVS Builds
Post by: karajorma on February 09, 2006, 12:12:54 pm
Updated the links for RedMenace. He'll probably only come along and have new versions anyway though :)
Title: Re: CVS Builds
Post by: redmenace on February 09, 2006, 06:59:03 pm
I ahve alot of new versions, but hlp has been on and off latly
Title: Re: CVS Builds
Post by: ShivanSpS on February 09, 2006, 07:54:32 pm
Any one to Fix the stheath bug and the non-limited sensor nebula bug?
Title: Re: CVS Builds
Post by: bfobar on February 09, 2006, 10:05:09 pm
so uh, got a new CVS for us to play with?  :)
Title: Re: CVS Builds
Post by: Trivial Psychic on February 10, 2006, 12:52:03 am
There's a fix for turrets that Taylor may be committing tomorrow.
Title: Re: CVS Builds
Post by: Prophet on February 10, 2006, 02:31:56 am
There's a fix for turrets that Taylor may be committing tomorrow.
Yay :yes:
Title: Re: CVS Builds
Post by: taylor on February 12, 2006, 07:32:07 pm
There's a fix for turrets that Taylor may be committing tomorrow.
Or at some point at least. :)

I just back in to town a few hours ago (been gone since mid-Friday, anyone notice?) and I'm very behind on a bunch of stuff.  I've got quite a few bug fixes just sitting here at the moment but I don't really have time to sync up, clean up, and commit for another day or two.  As soon as I catch back up on the work that I get paid for I'll start up on SCP stuff again.
Title: Re: CVS Builds
Post by: Goober5000 on February 12, 2006, 07:44:06 pm
I noticed. ;)

In the meantime, here's a new set of builds. :)
http://fs2source.warpcore.org/exes/latest/February2006/20060212-Goober5000.rar
Title: Re: CVS Builds
Post by: Trivial Psychic on February 12, 2006, 09:46:07 pm
Cool.  No IFF bugs at least, then.
Title: Re: CVS Builds
Post by: ShivanSpS on February 12, 2006, 11:18:24 pm
I noticed. ;)

In the meantime, here's a new set of builds. :)
http://fs2source.warpcore.org/exes/latest/February2006/20060212-Goober5000.rar

I tested it...

Resuming:
------------
-The "Nebula No Limited Sensors BUG" FIXED
-The "Jump to Desktop" BUG in FS_port in Missions "Enter the Dragon and Failure to comunicate" STILL
-Derelict MOD, No problems so far.
-Sthealth fighters still not working. (use "Proving Grounds" for test)
-The IFF BUG, FIXED
-Fs_port Bombers: WORKING (that mean that their use his bombs).
-Crash to Desktop on launching Helios (sometimes) : FIXED use "Bearbaiting" as a test.

Overall... is a good build, but you need to change to 1/25 en FS_port to finish these two missions.
Any idea of what is the problem which the Sthealths?

If should be say 3.6.8?
Title: Re: CVS Builds
Post by: Descenter on February 13, 2006, 06:00:10 pm
Newest links not working:

"Not Found

The requested URL /exes/latest/February 2006/20060202-redmenace.rar was not found on this server.
Apache/2.0.54 (Fedora) Server at fs2source.warpcore.org Port 80"
Title: Re: CVS Builds
Post by: Goober5000 on February 13, 2006, 06:49:45 pm
Server glitch prolly.  It worked before and it's working now, so try again.
Title: Re: CVS Builds
Post by: Descenter on February 13, 2006, 09:56:01 pm
Actually I found my problem.  Running Mozilla the link calls for http://fs2source.warpcore.org/exes/latest/February%202006/20060202-Optimized.rar

when it should look like:
http://fs2source.warpcore.org/exes/latest/February2006/20060202-Optimized.rar

The "%20" is throwing off my browser.  Any idea why?
Title: Re: CVS Builds
Post by: CaptJosh on February 14, 2006, 12:37:47 am
%20 is a space. It's not throwing your browser off except that there's a space in a directory name where there shouldn't be or the directory should have a space and doesn't.
Title: Re: CVS Builds
Post by: StratComm on February 14, 2006, 01:57:04 am
Yes, whoever updated the links last (Goober?) put a space in the path where none should have been.  URL parsing on the board probably generated the %20 in place of the space but regardless it was wrong.  All the links have been fixed at this point so the issue should be closed.
Title: Re: CVS Builds
Post by: Trivial Psychic on February 14, 2006, 02:25:35 am
The directory originally had the space in it.  At about the same time Goober added his builds, the space was removed from the directory name.  The directory names for previous months builds nave not contained such spaces.
Title: Re: CVS Builds
Post by: Goober5000 on February 14, 2006, 11:30:04 am
Whoops, I forgot that there were links in the first post of the thread.  I'll update them now.
Title: Re: CVS Builds
Post by: Cobra on February 14, 2006, 01:03:46 pm
i need an inferno build dammit! :(
Title: Re: CVS Builds
Post by: bfobar on February 16, 2006, 04:05:39 am
After seeing a new build almost every day in January, only seeing two updates for the month of February in here has me wondering if something huge is coming down the pipe.
Title: Re: CVS Builds
Post by: karajorma on February 16, 2006, 05:15:38 am
Nope. It's just that RedMenace is busy lately.
Title: Re: CVS Builds
Post by: redmenace on February 17, 2006, 08:35:42 am
Yeah, this is my final semester at GMU. I am finishing my degree in business management. In so doing I also have alot of group project to do. I also work at the DoD for the US Gov. So I am very busy during the week. I swear, I will go ahead and try and post new builds. I also, unfortunatly, decided to reformat again. On a side note, I need an external Harddrive.
Title: Re: CVS Builds
Post by: bfobar on February 17, 2006, 12:42:23 pm
At least you're not bored much.  :D
Title: Re: CVS Builds
Post by: Goober5000 on February 20, 2006, 10:53:31 am
http://fs2source.warpcore.org/exes/latest/February2006/20060220-Goober5000.rar

Now with "ignore my target" fixed. :)
Title: Re: CVS Builds
Post by: Mongoose on February 20, 2006, 02:53:07 pm
Now with "ignore my target" fixed. :)
*cue choir of angels singing "Hallelujah Chorus" :D
Title: Re: CVS Builds
Post by: IPAndrews on February 21, 2006, 02:13:44 am
Hey guys. This 20/02/06 build is really good! Only one bug so far I've noticed. If you have a mission which uses ship-change-class with a variable for ship name the game complains about an invalid ship name, then you ignore it and it works fine. Annoying but fairly minor. Everything else is working sooooo well. Also thanks to Taylor for his little additions :D.
Title: Re: CVS Builds
Post by: Cobra on February 21, 2006, 12:15:48 pm
Now with "ignore my target" fixed. :)
*cue choir of angels singing "Hallelujah Chorus" :D

For some reason, the moment I read both your and Goober's post, I heard the "HAAAALELUJAH!" part in my head about 6 times. :lol:

thanks for the build, Goob. :)
Title: Re: CVS Builds
Post by: Goober5000 on February 21, 2006, 01:28:18 pm
Hey guys. This 20/02/06 build is really good! Only one bug so far I've noticed. If you have a mission which uses ship-change-class with a variable for ship name the game complains about an invalid ship name, then you ignore it and it works fine. Annoying but fairly minor. Everything else is working sooooo well. Also thanks to Taylor for his little additions :D.

Mantis. :)
Title: Re: CVS Builds
Post by: bfobar on February 21, 2006, 10:42:56 pm
I noticed that the wepon select screen got waaaay prettier with the secondary models. I also noticed crashes if I tried to look at some user-made weapons in the ITTDOH chapter 2 campaign. I'll mantis it if/when i figure more out as to why it gets sad. (when I build up the motivation to run the debug build and figure out of the error is the campaign or the code.)
Title: Re: CVS Builds
Post by: WMCoolmon on February 22, 2006, 03:46:32 am
If FS2 is crashing there then it's automatically a code problem unless it's something esoteric, like file corruption. Just because a model file is bad doesn't mean it should bomb without telling you what's wrong.
Title: Re: CVS Builds
Post by: IPAndrews on February 22, 2006, 04:27:44 am
Mantis. :)

Okay well once I got over the fact that I have to sign up for yet another internet account just to report a flipping bug, I tried to register. I used my hotmail address of course since that actually is my major email address (I've been a user of the service for years and have a 200mb file store, which they seemingly gave me for free). Then I read your note saying hotmail wasn't allowed. Then I tried to change the email address to my work one, which I hate giving out. THen I got a screen full of errors saying:

Warning: Cannot modify header information - headers already sent by (output started at /home/scp/public_html/mantis/core/html_api.php:139) in /home/scp/public_html/mantis/core/gpc_api.php on line 220

Warning: Cannot modify header information - headers already sent by (output started at /home/scp/public_html/mantis/core/html_api.php:139) in /home/scp/public_html/mantis/core/print_api.php on line 37

Warning: Cannot modify header information - headers already sent by (output started at /home/scp/public_html/mantis/core/html_api.php:139) in /home/scp/public_html/mantis/core/print_api.php on line 39

Warning: Cannot modify header information - headers already sent by (output started at /home/scp/public_html/mantis/core/html_api.php:139) in /home/scp/public_html/mantis/core/print_api.php on line 40

Warning: Cannot modify header information - headers already sent by (output started at /home/scp/public_html/mantis/core/html_api.php:139) in /home/scp/public_html/mantis/core/print_api.php on line 41

Warning: Cannot modify header information - headers already sent by (output started at /home/scp/public_html/mantis/core/html_api.php:139) in /home/scp/public_html/mantis/core/print_api.php on line 42

Warning: Cannot modify header information - headers already sent by (output started at /home/scp/public_html/mantis/core/html_api.php:139) in /home/scp/public_html/mantis/core/print_api.php on line 46

End result of the farting around. Bug not reported. Which is great, it means it doesn't need to be fixed. Mantis doing it's job well then.
Title: Re: CVS Builds
Post by: Trivial Psychic on February 22, 2006, 08:11:50 am
A Hotmail accound will work for Mantis, but you have to convince an SCP Team member to set it up manually on their end.
Title: Re: CVS Builds
Post by: bfobar on February 22, 2006, 04:11:58 pm
If FS2 is crashing there then it's automatically a code problem unless it's something esoteric, like file corruption. Just because a model file is bad doesn't mean it should bomb without telling you what's wrong.

OK. Well, the problem was that the campaign included weapons.tbl file referenced primary icons in the weapons loadout screen that were not included with either FS2 vanilla, open, or the campaign vp. I set it to the generic subach icon and the game was happy. So do you think that's MANTIS-worthy and not poor modding on the campaign end? I just don't want to waste the coder guys' time unless I know I've got something worth looking at.
Title: Re: CVS Builds
Post by: Goober5000 on February 22, 2006, 05:48:56 pm
ITDOH requires other mods IIRC.  The campaign should say which mods in its readme.

If you've installed all the required mods and it still crashes, post the error message here.
Title: Re: CVS Builds
Post by: bfobar on February 22, 2006, 11:08:57 pm
ITDOH requires other mods IIRC.  The campaign should say which mods in its readme.

If you've installed all the required mods and it still crashes, post the error message here.

The readme's don't say and most new things are included in the campaign vpm, so mods included like the Hedetet work fine. Just a few items, like 2 new laser icons for some primaries weren't included like everything else. I imagine that's an easy mistake to make, forgetting 1 or 2 files for packing with the vp that have been hanging out in your mod/data folder for years. The only place the code could be improved would be maybe just outright saying what it can't find. Maybe I'll post a trivial bug on that.
Title: Re: CVS Builds
Post by: Wanderer on February 23, 2006, 04:48:30 am
I got this problem
http://img52.imageshack.us/img52/4650/loadout9ov.jpg

All ship models rotate on the corner of the loadout screen during ship selection. Rotation is fine in lab and techroom. Using OGL and goobs 20060220 build. With 20060212 this didnt happen and the models rotated where thry should have
Title: Re: CVS Builds
Post by: taylor on February 23, 2006, 05:00:04 am
All ship models rotate on the corner of the loadout screen during ship selection. Rotation is fine in lab and techroom. Using OGL and goobs 20060220 build. With 20060212 this didnt happen and the models rotated where thry should have
http://lore.maxgaming.net/~scp/mantis/bug_view_page.php?bug_id=822
Title: Re: CVS Builds
Post by: Wanderer on February 23, 2006, 05:03:17 am
I must have been blind as i didnt spot that mantis report.... sorry for inconvenience.
Title: Re: CVS Builds
Post by: ShivanSpS on February 23, 2006, 12:29:42 pm
http://fs2source.warpcore.org/exes/latest/February2006/20060220-Goober5000.rar

Now with "ignore my target" fixed. :)

That its not all Goobler...

You just fixed the IA and Bomber Bug in Port, the "Jump to Desktop" bug in Port, and Finally... THE STHEATLS!!!!!!!!! ITS WORKS NOW THE STHEALTHS ARE WORKING!!!!!!! I love you :P
Title: Re: CVS Builds
Post by: redmenace on February 24, 2006, 04:39:06 pm
Updated!
CVS as of 2/24/06
Some Important Comments:
Title: Re: CVS Builds
Post by: Starman01 on February 25, 2006, 12:03:40 pm
Hello,

so I read that the newest build is very good, and it was about time that I update it. Unfortunately there seem to have some critical ship.tbl updates and now the game (and fred) isn't starting anymore. I get this error-message :
Quote
Error: ships.tbl(line 716:
Error: Required token = [#End], [$Subsystem:] or [$Name], found [$animation=triggered].

File:\fs2_open\code\parse\parselo.cpp
Line: 629
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

Pls don't tell me you have removed the animation code for the turret-arms, I gonna scream if I have to make them stick above again :(

Here is an excerpt of my ships.tbl with the critical position, can someone please tell me what I have to enter to make it work again ?

Code: [Select]
$Subsystem:                     Turret01a, 0.3, 4.0
$Default PBanks:        ( "Laser Turret" )
$animation=triggered
$type="inital"
+relative_angle: 90,0,0

Thanks

Starman
Title: Re: CVS Builds
Post by: Wanderer on February 25, 2006, 12:14:44 pm
Animation code is responsible for that error due to change of the syntax. In all post-20051229 builds animation code uses ":" instead of "="

For example
Code: [Select]
$animation: triggered
$type: "initial"

EDIT: added 'i'
Title: Re: CVS Builds
Post by: Starman01 on February 25, 2006, 12:37:16 pm
Thanks, that got rid of the failure. What's the rest of the synthax ? I got another error-message regarding the "relative angel" part
Title: Re: CVS Builds
Post by: Wanderer on February 25, 2006, 01:39:05 pm
Can you post the error?
Title: Re: CVS Builds
Post by: Starman01 on February 25, 2006, 01:42:05 pm
Quote
Error: ships.tbl(line 717:
Error: Missing required token: [+delay:]. Found [+relative_angle:      90,0,0]
in ship: TCS CV-50 Wellington instead.

File:\fs2_open\code\parse\parselo.cpp
Line: 629
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

Looks something with "delay" has been added to the synthax.
Title: Re: CVS Builds
Post by: WMCoolmon on February 25, 2006, 01:43:52 pm
I think the problem is the "" around initial.
Title: Re: CVS Builds
Post by: Starman01 on February 25, 2006, 01:47:57 pm
Nope, I just tried it. It's excepting something else before the +relative_angel".  What about the +delay ?
Title: Re: CVS Builds
Post by: WMCoolmon on February 25, 2006, 01:52:00 pm
Hmm odd. I guess the quotes do have to be there.

How it's set up, the only reason it should require delay is if it's not an initial trigger.
Title: Re: CVS Builds
Post by: Wanderer on February 25, 2006, 01:55:37 pm
Try initial, you missed a letter
Title: Re: CVS Builds
Post by: Starman01 on February 25, 2006, 02:00:18 pm
Hm, no idea when that typo came in, but that's not the problem either. Error message stays the same, it's demanding a "+delay" :(

Tried it with and without ""

(edit) even more strange, it worked perfect in the old builds even with that typo   :nervous:
Title: Re: CVS Builds
Post by: Cobra on February 25, 2006, 02:06:04 pm
(edit) even more strange, it worked perfect in the old builds even with that typo :nervous:

The problem with that is that the parser keeps getting stricter every build. probably to make sure nothing goes wrong in the parsing stages.
Title: Re: CVS Builds
Post by: Wanderer on February 25, 2006, 02:23:54 pm
I was just guessing if someone had 'fixed' the "inital" thing...

Anyway, entry from mediavps (3.6.8 delta)
Code: [Select]
$animation: triggered
$type: "inital"
+relative_angle: 90,180,0

And i am using functional entries with "inital" too.. And i got the same error without " -marks.

Make sure you have " around the inital and not two 's
Title: Re: CVS Builds
Post by: Goober5000 on February 25, 2006, 02:57:39 pm
Fixed.  Also make sure you're not misspelling "angle" as "angel".
Title: Re: CVS Builds
Post by: Starman01 on February 25, 2006, 03:14:45 pm
No way, it's not working. I'm still getting this :
Quote
Error: ships.tbl(line 717:
Error: Missing required token: [+delay:]. Found [+relative_angle:      90,0,0]
in ship: TCS CV-50 Wellington instead.

File:\fs2_open\code\parse\parselo.cpp
Line: 629
[This filename points to the location of a file on the computer that built this executable]



And this is the turret-entry in the ships.tbl :

Code: [Select]
$Subsystem:                     Turret01a, 0.35, 4.0
$Default PBanks:        ( "Laser Turret" )
$animation:triggered
$type:"initial"
+relative_angle: 90,0,0

So what now ? Or am I just overseeing the obvious ? :)
Title: Re: CVS Builds
Post by: Cobra on February 25, 2006, 03:41:14 pm
Now I see how it's supposed to be.

Code: [Select]
$Subsystem:                     Turret01a, 0.35, 4.0
$Default PBanks:        ( "Laser Turret" )
$animation:triggered
$type:"initial"
+relative_angle: 90,0,0

should be

Code: [Select]
$Subsystem:                     Turret01a, 0.35, 4.0
$Default PBanks:        ( "Laser Turret" )
$animation:triggered
$type:"initial"
                +delay: [insert needed info here]
+relative_angle: 90,0,0
Title: Re: CVS Builds
Post by: Cobra on February 25, 2006, 04:11:41 pm
i got this error when i tried to view the Erinyes:

Warning: Couldn't open texture 'cyan_glow_small'
referenced by model 'fighter2t-04.pof'

File:c:\fs2_open\code\model\modelread.cpp
Line: 2368
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fs2_open_d-20060224.exe 00884bd4()
    fs2_open_d-20060224.exe 008dad20()
    fs2_open_d-20060224.exe 008de327()
    fs2_open_d-20060224.exe 006e4286()
    fs2_open_d-20060224.exe 0089bfb1()
    fs2_open_d-20060224.exe 006e5805()
    fs2_open_d-20060224.exe 006e5a89()
    fs2_open_d-20060224.exe 00b64597()
    kernel32.dll 7c816d4f()
------------------------------------------------------------------


[EDIT] Whaddaya know, the map file for the cockpit glass is missing.
Title: Re: CVS Builds
Post by: ploider on February 25, 2006, 05:22:20 pm
With the 2/24 build Freespace keeps locking up at random points, forcing me to ctrl alt delete out. Dunno what's wrong, as 2/20 was working fine. Also, what's the difference between regular builds and Inferno builds?
Title: Re: CVS Builds
Post by: CP5670 on February 25, 2006, 06:03:48 pm
The main problem I'm having is that FSO and FRED2 no longer work with the special arrival targets. It's causing major problems in four of my missions and I can't test them properly. Not sure exactly when this came up. I have made a mantis entry on it.

I also encountered a couple of random CTDs during briefings (all of them occurred while the text for a briefing stage was showing up), but haven't yet been able to figure out exactly what causes them. I have the report file from the last one if that will be of any use.
Title: Re: CVS Builds
Post by: Cobra on February 25, 2006, 07:21:23 pm
With the 2/24 build Freespace keeps locking up at random points, forcing me to ctrl alt delete out. Dunno what's wrong, as 2/20 was working fine. Also, what's the difference between regular builds and Inferno builds?

Regular builds can only support 130 ships like retail, but the Inferno build has a complete disregard for that limit. ;)
Title: Re: CVS Builds
Post by: bfobar on February 25, 2006, 09:45:46 pm
With the 2/24 build Freespace keeps locking up at random points, forcing me to ctrl alt delete out. Dunno what's wrong, as 2/20 was working fine. Also, what's the difference between regular builds and Inferno builds?

Regular builds can only support 130 ships like retail, but the Inferno build has a complete disregard for that limit. ;)

Can you run the inferno builds for your regular fs2 retail campaign needs then or does that cause the universe to explode?
Title: Re: CVS Builds
Post by: taylor on February 25, 2006, 11:12:35 pm
Can you run the inferno builds for your regular fs2 retail campaign needs then or does that cause the universe to explode?
Inferno build pilots aren't compatible with normal build pilots (they don't show to each other either) and Inferno builds can't do multiplayer.  Other than those two things there is nothing to prevent you from using an Inferno build for regular play of any campaign/mod.

And eventually there won't be an Inferno build anyway.  As we go with more dynamic limits for everything there will be no need to have a special build for such things.
Title: Re: CVS Builds
Post by: Starman01 on February 26, 2006, 01:41:32 am
Now I see how it's supposed to be.

Code: [Select]
$Subsystem:                     Turret01a, 0.35, 4.0
$Default PBanks:        ( "Laser Turret" )
$animation:triggered
$type:"initial"
+relative_angle: 90,0,0

should be

Code: [Select]
$Subsystem:                     Turret01a, 0.35, 4.0
$Default PBanks:        ( "Laser Turret" )
$animation:triggered
$type:"initial"
                +delay: [insert needed info here]
+relative_angle: 90,0,0


Sounds logical. But what's the required Info for delay and what does it do anyway ?
Title: Re: CVS Builds
Post by: Cobra on February 26, 2006, 01:54:45 am
I have no idea. If any of my tables had that in there i might have ben able to tell. :)
Title: Re: CVS Builds
Post by: Wanderer on February 26, 2006, 02:00:58 am
There is something fishy with your "inital" as game doesnt recognize it (like you would have 1 instead of an l there).. With that type in use game should not ask for +delay field as it will be optional if the animation is of "inital" type. In the next build it should be initial.

ATM i have this kind of entry in use and it works just fine with 20060224 build (standard)
Code: [Select]
$Subsystem:       turret01-base,         5,1.0
   $Default PBanks:  ( "XXXXXX Turret" )
   $animation: triggered
   $type: "inital"
   +relative_angle:       75,0,0
Title: Re: CVS Builds
Post by: Cobra on February 26, 2006, 02:07:41 am
Hmm.... i'm thinking the delay is for how long it'll take for the turret's animation to kick in, turn, and maybe a recoil effect.
Title: Re: CVS Builds
Post by: Starman01 on February 26, 2006, 02:13:43 am
There is something fishy with your "inital" as game doesnt recognize it (like you would have 1 instead of an l there).. With that type in use game should not ask for +delay field as it will be optional if the animation is of "inital" type. In the next build it should be initial.

ATM i have this kind of entry in use and it works just fine with 20060224 build (standard)
Code: [Select]
$Subsystem:       turret01-base,         5,1.0
   $Default PBanks:  ( "XXXXXX Turret" )
   $animation: triggered
   $type: "inital"
   +relative_angle:       75,0,0



Now, this is really strange. I have now copied the text from your post into my ships.tbl. It didn't changed anything I would have visuell noticed. But now it works  :confused:  Maybe there have been some sort of extra blank on the end.

Thanks for your help people :)
Title: Re: CVS Builds
Post by: Cobra on February 26, 2006, 02:15:55 am
still, your error suggests a missing line. :wtf: the parser is giving a lot of kooky errors these days.
Title: Re: CVS Builds
Post by: CP5670 on February 26, 2006, 02:39:47 am
Wow, that problem I brought up earlier sure was fixed quickly. :) Can't wait for the next build.
Title: Re: CVS Builds
Post by: redmenace on February 26, 2006, 06:20:14 pm
Updated!
CVS as of 2/26/06
Some Important Comments:
Title: Re: CVS Builds
Post by: IPAndrews on February 27, 2006, 02:42:29 am
What must I do to fix this?

Quote
Error: ships.tbl(line 1502:
Error: Missing required token: [+delay:]. Found [+relative_angle:        45,0,0]
in ship: EA Freighter 1 instead.

File:\fs2_open\code\parse\parselo.cpp
Line: 629
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: Re: CVS Builds
Post by: Wanderer on February 27, 2006, 02:46:38 am
Open ships.tbl file and replace all inital entries with initial
Title: Re: CVS Builds
Post by: redmenace on February 27, 2006, 11:26:55 pm
Updated!
CVS as of 2/27/06
Some Important Comments:
Title: Re: CVS Builds
Post by: Cobra on February 28, 2006, 02:19:04 pm
What must I do to fix this?

Quote
Error: ships.tbl(line 1502:
Error: Missing required token: [+delay:]. Found [+relative_angle: 45,0,0]
in ship: EA Freighter 1 instead.

File:\fs2_open\code\parse\parselo.cpp
Line: 629
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Open ships.tbl file and replace all inital entries with initial

why the hell would a misspell cause the parser to spout out +delay errors? :wtf:
Title: Re: CVS Builds
Post by: CaptJosh on February 28, 2006, 07:09:44 pm
It's called "The Law of Unintended Consequences." Get used to it, because it'll bite you in the ass during everyday life, too.
Title: Re: CVS Builds
Post by: redmenace on February 28, 2006, 09:44:50 pm
Updated!
CVS as of 2/28/06
Some Important Comments:
Title: Re: CVS Builds
Post by: Trivial Psychic on February 28, 2006, 10:25:31 pm
why the hell would a misspell cause the parser to spout out +delay errors? :wtf:
If its misspelled, then the parser ignores the line, so it assumes that the "type" is a default, that requres the +delay line.  While working on this myself, I had an instances when it also asked for +acceleration.
Title: Re: CVS Builds
Post by: CP5670 on February 28, 2006, 11:10:29 pm
uh, was the ai-ignore-new command removed? It was in the 2/26 build but this 2/28 one doesn't recognize it.
Title: Re: CVS Builds
Post by: redmenace on February 28, 2006, 11:37:01 pm
hold it. somethings wrong.
Title: Re: CVS Builds
Post by: redmenace on March 01, 2006, 03:29:59 am
Alright, please redownload
Title: Re: CVS Builds
Post by: redmenace on March 02, 2006, 12:49:56 am
Updated!
CVS as of 3/01/06
Some Important Comments:
Title: Re: CVS Builds
Post by: Trivial Psychic on March 02, 2006, 06:57:59 pm
Important change with the animation code in this build (and hopefully, the last one of this particular type).  The release build won't complain about this, but the debug warns you A) about the inital-to-initial thing, it wants the proper spelling, and B) it doesn't want the quotes around "Initial", like the $animation:triggered part.
Title: Re: CVS Builds
Post by: SGGWD on March 03, 2006, 07:15:59 pm
The "inital"/"initial" problem still exist in the 3/01/06 build.
Title: Re: CVS Builds
Post by: Goober5000 on March 03, 2006, 08:29:31 pm
No it doesn't.  It'll display a warning message, but it will work.
Title: Re: CVS Builds
Post by: SGGWD on March 03, 2006, 09:38:58 pm
Ah okay than ignore my post.
Title: Re: CVS Builds
Post by: Goober5000 on March 03, 2006, 11:38:06 pm
I would have, but you probably would have posted again. :p
Title: Re: CVS Builds
Post by: jr2 on March 04, 2006, 08:30:53 am
Quote
I would have, but you probably would have posted again.  :p
:lol:  :lol:
Title: Re: CVS Builds
Post by: Trivial Psychic on March 04, 2006, 10:25:47 pm
A further bug in this build, this time major.  FRED will disable all player orders for all class of craft, from fighters and support ships right up to destroyers.  Bug report has been opened in Mantis HERE (http://lore.maxgaming.net/~scp/mantis/bug_view_page.php?bug_id=0000849).  Any mission created in a previous build of FRED will still play with those orders in the FSO of 2006/03/01, but if you create a mission under 2006/03/01 FRED, you won't have any player orders.
Title: Re: CVS Builds
Post by: bfobar on March 05, 2006, 11:27:29 pm
A further bug in this build, this time major.  FRED will disable all player orders for all class of craft, from fighters and support ships right up to destroyers.  Bug report has been opened in Mantis HERE (http://lore.maxgaming.net/~scp/mantis/bug_view_page.php?bug_id=0000849).  Any mission created in a previous build of FRED will still play with those orders in the FSO of 2006/03/01, but if you create a mission under 2006/03/01 FRED, you won't have any player orders.

that explains alot with what I was playing with in FRED earlier.
Title: Re: CVS Builds
Post by: Kaine on March 06, 2006, 01:13:52 am
the initial bug still crashes for me when i use the standard and optimized debug builds. (haven't tried others) possibly related to voice recognition not working?
Title: Re: CVS Builds
Post by: Starman01 on March 06, 2006, 09:49:57 am
Did you people change anything else , for example in the "ships visible" and "change IFF" SEXP ? I have a mission that now crashes at exactly the same point, and I think it is while these two SEXP are executed. It worked flawless in earlier builds.
Title: Re: CVS Builds
Post by: Starman01 on March 06, 2006, 10:40:49 am
Oh, and in addition to my posted mantis bug #0852, I can partially reproduce it now (since it happens everytime again when I rebuild that mission).
Unlike my other missions, this is the first time I use transports with docked container,  so maybe there is something wrong with the docking-code, but that's just for information what I did different in this mission.

However, I figured out two situations where these white textblocks appear.

1) I place so many highpoly ships that I ran out of system-memory
2) I place a model in a large distance away from the mission-area center, in my example + 50.000 units on the z-axis.

Now, I really fear to ask, but have you people changed/reduced the size of the mission-area ? I sincerly hope not  :shaking:
Title: Re: CVS Builds
Post by: CP5670 on March 07, 2006, 01:27:32 am
I am getting some weird effects with the high poly ships myself. In one of my missions, the primary weapon shots start going through ships a few minutes into the mission. This occurs every time I play it with the models vp in place but never otherwise. I'll create a mantis entry tomorrow when I have more time.

I think I have also narrowed down those briefing crashes I mentioned earlier in the thread. They occur with a particular briefing stage in one of my missions, but not every time.
Title: Re: CVS Builds
Post by: ossi on March 07, 2006, 03:19:34 am
Hi all,  :)
I'm new in and just tried to compile least cvs for linux. The 3.6.7-tarball works like a charm (Thank's to Amon_Re's Howto). I'd like to have a look at the new mediavps..  and i think this will not work with 3.6.7 linux exec.
Does anyone compiled newer cvs for linux sucessfilly ?
Title: Re: CVS Builds
Post by: ni1s on March 07, 2006, 09:48:21 am
Hi all,  :)
I'm new in and just tried to compile least cvs for linux. The 3.6.7-tarball works like a charm (Thank's to Amon_Re's Howto). I'd like to have a look at the new mediavps..  and i think this will not work with 3.6.7 linux exec.
Does anyone compiled newer cvs for linux sucessfilly ?
check it: http://www.hard-light.net/forums/index.php/topic,38633.msg788632.html#msg788632
gcc4 being picky
Title: Re: CVS Builds
Post by: CaptJosh on March 07, 2006, 11:34:37 pm
Try the March First build
Title: Re: CVS Builds
Post by: Shadow0000 on March 07, 2006, 11:48:56 pm
Quote
A further bug in this build, this time major.  FRED will disable all player orders for all class of craft, from fighters and support ships right up to destroyers.  Bug report has been opened in Mantis HERE.  Any mission created in a previous build of FRED will still play with those orders in the FSO of 2006/03/01, but if you create a mission under 2006/03/01 FRED, you won't have any player orders.

This happens with Build from 2006/03/01 to 2006/03/04, but is has been already fixed in the 2006/03/06. I'll believe should the Mantis Bug closed (as fixed).
Title: Re: CVS Builds
Post by: redmenace on March 08, 2006, 02:24:26 am
Updated!
CVS as of 3/06/06
Some Important Comments:
Title: Re: CVS Builds
Post by: Kaine on March 08, 2006, 03:26:49 am
voice rec is still broken. i'd post it on Mantis, but every time i try to register it gives me a database error, or it sends me an email then i get an error when i try to confirm, OR it tells me my account never existed. can you guys make ANYTHING work how its supposed to?
Title: Re: CVS Builds
Post by: CaptJosh on March 08, 2006, 04:06:14 am
First of all, you are one rude little pest, Kaine. That was entirely uncalled for. These people are busting their asses for no money at all to give us a better game than we started out with and are doing a damn fine job of it, too.

Secondly, do you even have the MS Speech SDK installed and the speech recognition trained? Try that first before you come back here to *****.
Title: Re: CVS Builds
Post by: Trivial Psychic on March 08, 2006, 08:17:46 am
1stly, a Mantis bug has already been reported... I openned one on the weekend.  I've been experiencing the very same error message.LINK (http://lore.maxgaming.net/~scp/mantis/bug_view_page.php?bug_id=0000848)

2ndly, it doesn affect builds 2006/01/16 through 2006/02/22.
Title: Re: CVS Builds
Post by: Kaine on March 08, 2006, 08:22:21 am
have to apologise there guys, one of those days. rather out of character for me  :sigh:
Title: Re: CVS Builds
Post by: CP5670 on March 08, 2006, 11:59:22 am
It looks like that problem with the ghost primaries is fixed, whatever it was. Although it was a little random so I need to try it a few times and make sure it doesn't show up.
Title: Re: CVS Builds
Post by: redmenace on March 08, 2006, 12:44:34 pm
Does Voice Recognition even work in these builds?
Title: Re: CVS Builds
Post by: CaptJosh on March 08, 2006, 02:20:58 pm
I need to redownload the speech SDK and test. I know the switch is there. But... *shrug*

I have the March 1st build. No speech recog function when I activate. Get "Failed to load resource" then "Voice Rec init failed." I'll test the 03/06/06 build next, however, I'm thinking the result is likely to be the same.

Final edit: Same result with 03/06/06.
Title: Re: CVS Builds
Post by: redmenace on March 08, 2006, 06:11:32 pm
any prior to march 1st work?
Title: Re: CVS Builds
Post by: CaptJosh on March 08, 2006, 08:54:39 pm
Only prior builds I have are 02/26/06 and 02/28/06. Neither will initialize voice rec and give the same two errors in the same order.
Title: Re: CVS Builds
Post by: redmenace on March 08, 2006, 09:44:50 pm
alright, seems theres something else specific I need to do to the project files/
Title: Re: CVS Builds
Post by: jr2 on March 08, 2006, 10:30:34 pm
Page 1 has links to the latest builds, but try going to http://fs2source.warpcore.org/exes/latest/ and opening the folder named after the month you're looking for.
Title: Re: CVS Builds
Post by: Trivial Psychic on March 09, 2006, 12:24:48 am
Try it out with any build from January 16th through February 22nd.  These don't give the error messages for me, but I haven't tried them in-game, because they're incompatible with TBP.
Title: Re: CVS Builds
Post by: IPAndrews on March 09, 2006, 02:38:52 pm
There's an issue with player-use-ai and player-not-use-ai, when used in conjunction with ship-change-class. The issue being when the ship comes back under player control the player is not allowed to fire secondaries. The secondaries are actually there and you can still choose single or dual fire, but it's as if the selected secondary is non-existent (off the bottom of the list). I can provide missions to demonstrate if anyone wants to have a look. I can't Mantis it either because I use a hotmail account. 
Title: Re: CVS Builds
Post by: CaptJosh on March 09, 2006, 04:23:19 pm
I could send you a gmail invite, man. I think Mantis allows gmail accounts.
Title: Re: CVS Builds
Post by: Starman01 on March 10, 2006, 01:34:58 pm
Oh, and in addition to my posted mantis bug #0852, I can partially reproduce it now (since it happens everytime again when I rebuild that mission).
Unlike my other missions, this is the first time I use transports with docked container,  so maybe there is something wrong with the docking-code, but that's just for information what I did different in this mission.

However, I figured out two situations where these white textblocks appear.

1) I place so many highpoly ships that I ran out of system-memory
2) I place a model in a large distance away from the mission-area center, in my example + 50.000 units on the z-axis.

Now, I really fear to ask, but have you people changed/reduced the size of the mission-area ? I sincerly hope not  :shaking:


Sorry for being impatient, but could a coder please help me with that one ? I am now able to reproduce the error partially. When I move the object far away the white box error appear, when I move it back the info is displayed again. Though I'm really afraid to destroy my other missions, since the crash error stays even when I delete everything except Alpha1.

My big problem now is, that there seems to be no backwards compatibility. I used this FRED version to save my old missions, and now they don't work with the old FRED again. On the other hand, the new exes crashes some of my missions. I'm not sure why, but at the special crash point I use the "change IFF" and "ships visible" SEXP, did you change anything here ?

Also the distant stuff would be vital, do you have made any changes here ? WCS needs real big mission areas to use the autopilot system.

Any help would be appreciated. I'm stuck now, I can't go back to the old one, and can't move further with the new one :(
Title: Re: CVS Builds
Post by: Shadow0000 on March 10, 2006, 09:42:01 pm
Quote
Also the distant stuff would be vital, do you have made any changes here ? WCS needs real big mission areas to use the autopilot system.

You mean the limit of about +700,000 meters that is created from Alpha 1 Initial point, where your ship is destroyed by being consider that you abort the area mission ? (that would be helpful for anyone, actually I have the impression that my ship is inside a sphere, not so FreeSpace after all)
Title: Re: CVS Builds
Post by: starfox on March 11, 2006, 04:08:05 am
Try Star Wars Rougue Squadron III, and you will understand what it means to fly in "enclosed area".
HECK, I seriously hate that "feature", it's so damn annoying when you finally get the feeling of the fierce dogfight with skilled friend...the "automatic turnaround system" ruins it all !!!

Anyway, about the distant limit, it also could be used to warn the player about entering 3D-planet's "atmosphere", IE being too close to planet/sun...I think the same warning system was used in Freelancer.

Title: Re: CVS Builds
Post by: Starman01 on March 11, 2006, 06:27:37 am
Not sure if it is/was 700.000 meters, I rather think something about a cube with a side length of 150.000 meters. However, for a good autopilot-simulation I make the navpoints at least 50.000 klicks apart from each other, rather more if only fast fighters acompany you. Still, the newer fredbuilds act really strange now :(
Title: Re: CVS Builds
Post by: Shadow0000 on March 11, 2006, 11:00:14 pm
Quote
Try Star Wars Rougue Squadron III, and you will understand what it means to fly in "enclosed area".
HECK, I seriously hate that "feature", it's so damn annoying when you finally get the feeling of the fierce dogfight with skilled friend...the "automatic turnaround system" ruins it all !!!

In the Stars Wars - Shadow of Empire for N64 it's like that, yes it's a know "feature" of SW games.....

Quote
Anyway, about the distant limit, it also could be used to warn the player about entering 3D-planet's "atmosphere", IE being too close to planet/sun...I think the same warning system was used in Freelancer.

I am replacing and adding 3D Planets and Spherical Moons to Sol: A History, but there are some non-spherical models exceptions which I can support (Deimos and Phobos). That would just be a Flag in FRED if distance less than then you calculate the distance from the planet where the gravity field start, so there is no need for such an imposed limit.

Quote
Not sure if it is/was 700.000 meters, I rather think something about a cube with a side length of 150.000 meters. However, for a good autopilot-simulation I make the navpoints at least 50.000 klicks apart from each other, rather more if only fast fighters acompany you. Still, the newer fredbuilds act really strange now

It's much more than that in the SCP, I have created a Moon model at real scale about 3500 KM or so in size, and it could travel even to distances of 400,000,000 or so with no limits, and the collision data was totally OK.

It's some limitation bothering in the code, it doesn't make sense why even all the other 99 Ships can be a year light from you, and you can't even move 700,000 from your initial point, after 700,000 or so the 3 Warnings start and then you blow.
Title: Re: CVS Builds
Post by: Triple Ace on March 13, 2006, 03:40:09 pm
Something is wrong with Redmenaces builds. No matter which one it is my system always locks up. Goobers builds work just fine though. Any ideas why? I would like to use some of the newer builds.
Title: Re: CVS Builds
Post by: Paladin1 on March 13, 2006, 07:02:34 pm
Something is wrong with Redmenaces builds. No matter which one it is my system always locks up. Goobers builds work just fine though. Any ideas why? I would like to use some of the newer builds.

I have also encountered lock-ups using the latest CVS builds specifically the 3/06/2006 build by Redmenace in the the main FS2 mission Endgame, i've just switched back to Goober's 20060212 build and I can now proceed past the mission.
Title: Re: CVS Builds
Post by: neoterran on March 14, 2006, 10:50:33 pm
I've also experienced lockups with the latest builds. The 3.6.7 official and the 3.6.7 media vps plus patches are the only combinations that allow me to play Freespace with the full effects, as well, otherwise, i'm missing the engine glows on many ships. This is a real pain if I want to run the updated Inferno....

*edit* Well, I figured out some things about the 3.6.8 Mediavps that gave me my engine thrusters back, but I'm still having trouble with the lockups. From what I can tell they happen with all builds in march that i've tried so far (3/1, 3/4, and 3/6). I'm currently using 2/28 build, i can't go back much farther or Inferno and the 3.6.8 mvp config I have won't work.
Title: Re: CVS Builds
Post by: DuncanF on March 16, 2006, 01:47:25 am
Yeah i'm getting random lock ups in the more recent CVS builds as well, at random times as well, never consistant.
Title: Re: CVS Builds
Post by: CaptJosh on March 16, 2006, 01:58:14 am
Have to report similar behavior, at least under Windows. Haven't tried refreshing my CVS and doing a new build in linux recently.
Title: Re: CVS Builds
Post by: Cobra on March 17, 2006, 05:41:09 pm
can i make a complaint? why the hell does the P4 optimized builds run slower than the plain ones? :wtf:
Title: Re: CVS Builds
Post by: Cobra on March 18, 2006, 09:53:37 pm
It's called Real Life. :p
Title: Re: CVS Builds
Post by: neoterran on March 19, 2006, 12:21:13 pm
Well, before it gets rebuilt, someone should take a serious look at why the recent builds are freezing up like that and the 3.6.7 release isn't. There's not much point in releasing new builds if they're causing random freezes on many systems.  :sigh:
Title: Re: CVS Builds
Post by: Cobra on March 19, 2006, 01:22:14 pm
Bah, wasn't thinking when I posted.
Title: Re: CVS Builds
Post by: karajorma on March 19, 2006, 01:41:08 pm
Well, before it gets rebuilt, someone should take a serious look at why the recent builds are freezing up like that and the 3.6.7 release isn't. There's not much point in releasing new builds if they're causing random freezes on many systems.  :sigh:

How about running the debug build using the window option from Dev Tools in the launcher. Then you can tell us what's causing the lock up :)

The last few lines of the debug spew should help.
Title: Re: CVS Builds
Post by: CaptJosh on March 19, 2006, 03:07:50 pm
Playing FS Port just a little bit ago on 03/06/06, I got a warp to desktop on um, Into the Night, I think it is. The one where you escort the Plato.
Title: Re: CVS Builds
Post by: neoterran on March 19, 2006, 04:33:38 pm
Neo, i didn't say the build was freezing up, i just said it was running slower. :wtf:

Cobra, look at the previous page where everyone is having the freeze up problem / CTD issues. That's what i'm talking about. I don't know much about the optimized builds, don't see much difference over here. (they use SSE ? AFAIK, the latest microsoft tools for building C++ have better granularity in optimization support than just vector instruction sets, but i don't think we use VS2005 to build the thing)

All i know is that they lock up, really randomly. I'll try using a debug build and hopefully i'll be able to post results back.
Title: Re: CVS Builds
Post by: StratComm on March 19, 2006, 08:13:48 pm
Do they freeze the game or the system?  Out of curiousity; I haven't seen the bug myself.  If it's system freezing, I'd be interested in knowing what hardware it's happening on.
Title: Re: CVS Builds
Post by: Shadow0000 on March 19, 2006, 08:27:06 pm
Quote
(they use SSE ? AFAIK, the latest microsoft tools for building C++ have better granularity in optimization support than just vector instruction sets, but i don't think we use VS2005 to build the thing)

While this is true, optimized Builds should be written using VS2005, and then compiled using ICC 9. The real problem is not only the many spelling changes that VS versions cause, but is also the price.....

----------------------------------------------------------

Expect the CVS to be WIPs, after all that's what they are called CVS Builds.

Just run a "Debug" build executable, the one named -d (not -r) in Window mode, go to the Dev Tools in the Laucher and select the Flag: Run in a window. See the last line, and you should easily see the problem there.

Most of my ramdom crashes where caused by Vectors bugs....
Title: Re: CVS Builds
Post by: neoterran on March 19, 2006, 11:52:55 pm
Do they freeze the game or the system?  Out of curiousity; I haven't seen the bug myself.  If it's system freezing, I'd be interested in knowing what hardware it's happening on.

The display on screen just suddenly freezes, at random times and not very often, i'd say once every 10 games or few hours of play. At first I just rebooted, thinking it was a total system lockup, but i've found giving the 3 finger salute and or the start button can coax the explorer to display partially over it at the wrong resolution and allow me to kill the frozen freespace. It only seems to happen in the game, not ever at loading screens, mainhall or anything. I just played a few hours tonight without it happening, however. <shrugs> All i know is that the 3.6.7 release build hasn't ever exhibited this behavior. I have to play some with a debug build and report what the spew is I guess.

Also it seemed to me that it occurred a lot less often when NOT using the optimized build, but that could just be me. I know i've seen it happen on both.
Title: Re: CVS Builds
Post by: bonusbartus on March 20, 2006, 07:40:52 am
I think I found the problem, I had the same thing here,
I've made a mantis topic ,http://lore.maxgaming.net/~scp/mantis/bug_view_page.php?bug_id=0000812
I think that s the same thing. using old mv_effects.vp works, I only dont understand why ther old mv_effects is so much smaller than the .8delta
Title: Re: CVS Builds
Post by: Triple Ace on March 20, 2006, 10:08:05 am
Do they freeze the game or the system?  Out of curiousity; I haven't seen the bug myself.  If it's system freezing, I'd be interested in knowing what hardware it's happening on.

For me it is sometimes just the game and other times it is the system. My specs are Athlon 2000+, 512 ram, 40 GB HD, 128 MB Geforce FX 5700 LE.
Title: Re: CVS Builds
Post by: neoterran on March 20, 2006, 10:19:02 am
True, sometimes i can't coax it back out of it and have to restart as well. Don't have a chance to run the debug build much yet.

And I've had the problem on either set of vps, 3.6.7 (plus patches 1,2) and 3.6.8 Delta (and fixes) so I don't think the vps are the problem. Part of the issue is waiting for it to show up, i've convinced myself I've "fixed" it a few times already, but no dice.  :wtf:
Title: Re: CVS Builds
Post by: Tom Servo on March 20, 2006, 10:44:12 am
Hi guys, i also had the freezes with the latest build but i switched from direct3d to opengl in the options and now it seems much more stable. Plus the menu looks smoother and there is some cool lighting with opengl. Kinda weird that opengl is more compatible.
Im on:
athlon64 3000
1gig ram
gforce6800 ultra
Title: Re: CVS Builds
Post by: StratComm on March 20, 2006, 10:45:00 am
The only reason I ask is because FS2 has gotten high-end enough with all of the graphical content that it contains to actually start pushing modern graphics cards and systems toward their breaking point.  It's becoming reasonably well documented that random lockups happening on newer-gen systems with some games are a result of overheating (without any kind of hacking or overclocking on the GPU, I should add) so there's a slim chance that FSO could be pushing that limit as well.  Keep an eye on it, as it should at worst be consistantly inconsistant (i.e. should really happen across all builds) and if you can find a build in which it started to be a problem then that would be most useful.  Otherwise, I still recommend closing out FS2 every couple of missions and restarting it to avoid these kinds of issues.
Title: Re: CVS Builds
Post by: Tom Servo on March 20, 2006, 12:30:21 pm
About overheating: Galactic Civilizations2(a new game just out) had some freezing/crashing problems and the solution was that the developers limited the the fps of the game to 60 because many high end systems would get very high fps and their cards would overheat in 5-10 minutes causing problems. Just a suggestion you might wanna look into.
Title: Re: CVS Builds
Post by: bonusbartus on March 20, 2006, 01:25:02 pm
can anyone try what I said ^^^ just get the mv_effects.vp out and use the old one and sere if it works, for me it does and I have exactly the same problem
Title: Re: CVS Builds
Post by: Cobra on March 21, 2006, 11:00:52 am
ok, something's funky here. i'm apparently having a hard time seeing the warp effects without a big slowdown. :wtf:

on that same note, my computer hangs for like 30 seconds until it shows the little warp out movie starts up.
Title: Re: CVS Builds
Post by: Mefustae on March 22, 2006, 01:43:52 am
Is there any particular reason why the last few [standard] releases have left me with no music and no briefing voices? I mean, in-game voices and sound effects are all still there, but there is just no brifing voices or music to speak of. Both return, however, when I use a build older than the Voice Reconition from a while back, but beyond that, most of what I try ellicits only silence. Any suggestions?
Title: Re: CVS Builds
Post by: karajorma on March 22, 2006, 10:44:03 am
Install OpenAL if you haven't already.
Title: Re: CVS Builds
Post by: Tom Servo on March 22, 2006, 11:10:46 am
can anyone try what I said ^^^ just get the mv_effects.vp out and use the old one and sere if it works, for me it does and I have exactly the same problem
Which one do you mean? I wanna try your theory since i have lockups.
Title: Re: CVS Builds
Post by: karajorma on March 22, 2006, 11:21:21 am
I suspect he means to use the official 3.6.7 VPs rather than 3.6.8 delta ones.
Title: Re: CVS Builds
Post by: bonusbartus on March 22, 2006, 11:40:11 am
no not the entire 3.6.7VP's, only the mv_effects.vp from the official vp's: http://scp.indiegames.us/request.php?144
Title: Re: CVS Builds
Post by: karajorma on March 22, 2006, 12:24:37 pm
Yep. That's what I meant :) Although if that fixes the problem we'll have to look into what was changed between the two.
Title: Re: CVS Builds
Post by: CaptJosh on March 22, 2006, 12:36:13 pm
Did taylor ever make that CVS fix on some code he blamed Goober for screwing up in a recent post? I ask because I have a copy of Borland C++ Builder that's itching to be used, seeing as nobody has posted any windows builds recently.
Title: Re: CVS Builds
Post by: Tom Servo on March 22, 2006, 01:37:59 pm
Yep. That's what I meant :) Although if that fixes the problem we'll have to look into what was changed between the two.
Im pretty sure that did the trick, previously the game would freeze/crash 5 minutes into the nebula missions but now i finished 4 missions without problems. I havent given it much stress but i think its gonna be ok, too bad for the new engine graphics. :)
Title: Re: CVS Builds
Post by: Cobra on March 22, 2006, 06:00:52 pm
Ok, two things, both good and bad news.

The bad news is that 3D radar is still busted.

the good news is that my family has saved 15% on car insurance by switching to Geico!

nah, the REAL good news is that -img2dds works perfectly again. :D
Title: Re: CVS Builds
Post by: taylor on March 22, 2006, 08:37:30 pm
nah, the REAL good news is that -img2dds works perfectly again. :D
And I just added mipmap support for it too.  With the next build you can use -img2dds and -mipmap and the compressed textures will have full mipmaps generated.  Also the compression quality is now set to it's highest level.  This is slower (no extra memory used), but since the compression stuff only operates during level load, it won't affect game speed in a negative way.
Title: Re: CVS Builds
Post by: Cobra on March 22, 2006, 09:51:21 pm
*bows before taylor* you rock. :D
Title: Re: CVS Builds
Post by: CaptJosh on March 22, 2006, 10:03:14 pm
taylor, what about that fix you were too tired to commit the other night? Did you remember to commit it later?
Title: Re: CVS Builds
Post by: taylor on March 22, 2006, 10:26:45 pm
taylor, what about that fix you were too tired to commit the other night? Did you remember to commit it later?
Which fix?  I've made a dozen or so commits so far this week and have more on the way.

What I've put in since Sunday:

- fix mission log bug that cut off cargo names if the name didn't fit on one line
- fix str_split_once() to not mistakenly chop a word in half
- use gr_aaline() for OpenGL rendering of stars, like D3D does
- fix bad check that prevented asteroids from rotating on their axes
- add ai_profiles fix to dictate how fast a ship will go with something docked to it (to fix FSPort bug)
- friendly turrets targetting bombs fix (fixed again by Goober who basically reverted his original, very minor, bug in the first place)
- small anim cleanups, may have caused an issue for big endian machines
- add extra commands for viewing when in Alt-Pause mode (view from target, change target, etc.)
- fix Alt-Pause view so that it resets to original view state when you exit pause mode
- fix cutscene subtitles that I broke earlier
- GCC 4.1 fixes for FC5 (more coming)
- properly deal with a non-communicative wing issue with comm menu
- use hints for best quality in compression with -img2dds and mipmaps with -mipmap (OGL only on both counts)
- add mipmap creation support to -img2dds
- have debug log report full uncompressed -> compressed sizes for an ANI rather than per frame when using -img2dds
- out-of-bounds fix for when sounds get unloaded (someone noticed this and filed a Mantis bug on it)

If the fix in question isn't one of those then you'll have to refresh my memory.
Title: Re: CVS Builds
Post by: CaptJosh on March 22, 2006, 10:36:32 pm
The one where you said the bug was all Goober's fault.
Title: Re: CVS Builds
Post by: taylor on March 22, 2006, 10:56:55 pm
The one where you said the bug was all Goober's fault.
Ah, the turret targetting bug.  Yeah that went in.  And it wasn't really his fault per se (more of a joke really), just a small mistake, like we all make.  There was a logic change which was hitting where it didn't used to and the original code, though it worked, didn't properly allow for that particular logic change.  I've made far worse mistakes. :)
Title: Re: CVS Builds
Post by: CaptJosh on March 22, 2006, 11:30:58 pm
Ok then, time do do a CVS download and compile new windows and linux builds.
Title: Re: CVS Builds
Post by: IPAndrews on March 23, 2006, 04:58:49 am
Any chance of some newer pre-compiled builds being made available on the web?
Title: Re: CVS Builds
Post by: madaboutgames on March 23, 2006, 09:05:35 am
Any chance of some newer pre-compiled builds being made available on the web?

Ditto
Title: Re: CVS Builds
Post by: taylor on March 23, 2006, 09:22:34 am
Any chance of some newer pre-compiled builds being made available on the web?
I'm posting new OS X and Linux builds this weekend, but you probably aren't interested in those. :)

I not going to have access to a Windows box with a compiler for a few weeks at least so you won't be getting Windows builds from me.  Perhaps Goober or someone else will have some time to post something.
Title: Re: CVS Builds
Post by: redmenace on March 23, 2006, 09:37:27 am
Actually give me a couple of hours. I have some made for 3/23.
Title: Re: CVS Builds
Post by: Trivial Psychic on March 23, 2006, 12:09:16 pm
 :wakka:
YAY!
Title: Re: CVS Builds
Post by: CaptJosh on March 23, 2006, 01:08:29 pm
Do you mean to tell me that I have doubly wasted my time downloading all this cvs code in that not only is there NOT a borland c++ builder project file, but that if I had waited another couple hours, I'd have another build?  :mad: :hopping:
Title: Re: CVS Builds
Post by: Goober5000 on March 23, 2006, 04:20:22 pm
Do you mean to tell me that I have doubly wasted my time downloading all this cvs code in that not only is there NOT a borland c++ builder project file, but that if I had waited another couple hours, I'd have another build? :mad: :hopping:

Looks that way. :nervous:
Title: Re: CVS Builds
Post by: CaptJosh on March 23, 2006, 05:54:01 pm
Not to mention the fact that now that I managed to convert the MSVC++ project files to Borland C++ Builder project files, I can't get anything to build anyway, because I get errors. So I'm just going to reboot into linux, do a CVS refresh there, and compile a new linux build.
Title: Re: CVS Builds
Post by: neoterran on March 23, 2006, 08:37:45 pm
okay, couple of hours is up !  :shaking: :eek: :eek2: :nervous: :confused: :hopping: :pimp: :lol:
Title: Re: CVS Builds
Post by: IPAndrews on March 24, 2006, 03:14:57 am
Redmenace is clearly holding back on the public builds to prevent Professor Chaos there (CaptJosh) flooding the world by means of an outside tap in a fit of genocidal rage.  :drevil:
Title: Re: CVS Builds
Post by: CaptJosh on March 24, 2006, 03:19:10 am
*calls the nice young men in their clean white coats for IPAndrews*
Title: Re: CVS Builds
Post by: redmenace on March 24, 2006, 06:37:31 am
If you look in the server you should see 3/23 builds. I will update when I get to work.
Title: Re: CVS Builds
Post by: IPAndrews on March 24, 2006, 06:43:38 am
Yay and all that. Thanks dude.  :D
Title: Re: CVS Builds
Post by: redmenace on March 24, 2006, 07:00:52 am
Redmenace is clearly holding back on the public builds to prevent Professor Chaos there (CaptJosh) flooding the world by means of an outside tap in a fit of genocidal rage. :drevil:
(http://upload.wikimedia.org/wikipedia/en/6/60/ProfessorChaos.jpg)
Title: Re: CVS Builds
Post by: VulturEMaN on March 24, 2006, 09:39:27 am
If you look in the server you should see 3/23 builds. I will update when I get to work.

ummm...yea...where? linkpls?  :confused:

and even better than that...where do I get the .avi vids for FS2? I'd love to download that torrent that's being hosted with everything in it, but my college connection has almost everything blocked (I had to fight to get AIM file transfers allowed!)
Title: Re: CVS Builds
Post by: bonusbartus on March 24, 2006, 09:57:34 am
here:
http://fs2source.warpcore.org/exes/latest/March2006/
Title: Re: CVS Builds
Post by: Frankie on March 24, 2006, 10:21:24 am
I'm posting new OS X and Linux builds this weekend,
:pimp: Sweet news. Domo Arigato, Taylor-sama.

 :nervous: Don't suppose this build will fix the ai_wing bug?
Title: Re: CVS Builds
Post by: redmenace on March 24, 2006, 10:22:15 am
Updated!
CVS as of 3/23/06
Some Important Comments:
Title: Re: CVS Builds
Post by: Petrarch of the VBB on March 24, 2006, 10:33:26 am
Wahey!

What actually is the difference between the normal and optimised builds, btw?
Title: Re: CVS Builds
Post by: CP5670 on March 24, 2006, 10:47:04 am
hmm, there is no ignore removal command yet. Time to bug Goober again. :D
Title: Re: CVS Builds
Post by: karajorma on March 24, 2006, 10:48:17 am
Check my FAQ's cutscenes sections for the avi cutscenes.
Title: Re: CVS Builds
Post by: redmenace on March 24, 2006, 11:16:39 am
Optimized are compiled to work better on P4 and Athlon XP systems. The effects are not really noticeable with the exception of FRED2 builds and especially debug versions you can notice a real difference.
Title: Re: CVS Builds
Post by: karajorma on March 24, 2006, 12:58:20 pm
No codec capable of playing divx most likely. Ironically the Xvid codec is the best one to get to solve that problem.
Title: Re: CVS Builds
Post by: CaptJosh on March 24, 2006, 02:04:13 pm
Well, I've had Xvid and had it not play a divx video before. Could be I need a newer copy of the codec, though.
Title: Re: CVS Builds
Post by: taylor on March 24, 2006, 04:45:35 pm

 :nervous: Don't suppose this build will fix the ai_wing bug?
I hope so. :)  I did find numerous problem spots, but I'm still not sure why OS X will reliably hit on this problem while Windows and Linux do not.  And it's not that Linux just won't crash, it really doesn't get the problem which would cause it to crash.  Strange.
Title: Re: CVS Builds
Post by: Cobra on March 24, 2006, 04:49:50 pm
hey, taylor, any way you can fix the 3D Radar? the 2D, even though useful in locating sporadic signatures, really sucks. or has it been fixed already? :nervous:
Title: Re: CVS Builds
Post by: taylor on March 24, 2006, 05:23:23 pm
hey, taylor, any way you can fix the 3D Radar? the 2D, even though useful in locating sporadic signatures, really sucks. or has it been fixed already? :nervous:
What's wrong with it?  3D radar works fine for me.
Title: Re: CVS Builds
Post by: Cobra on March 24, 2006, 06:36:59 pm
I don't know what's wrong with it, but every time I try to use the 3D radar command i get the same CTD i did before. :(
Title: Re: CVS Builds
Post by: neoterran on March 24, 2006, 06:48:37 pm
I have no problems with the 3D Radar. Cobra, i suggest a reinstall.

I am having the exact same freeze ups as before tho. I will run a debug build. Tell me exactly what I need to do to capture the information necessary, becuase i'm not sure.

The whole machine doesn't freeze, just the video of freespace, and the audiotrack continues to play.
Title: Re: CVS Builds
Post by: CaptJosh on March 24, 2006, 07:28:03 pm
I'm wondering if this is Direct3D related. I stopped having random freeze issues when I switched back to OGL now that the problem with OGL and video playback is apparently debugged.
Title: Re: CVS Builds
Post by: neoterran on March 25, 2006, 04:02:09 am
I'm having the problems in either openGL or Direct3D.

Okay, i tested the debug builds. I get a problem  at the beginning :

Code: [Select]
Warning: Spelling error in table file.  Please change "inital" to "initial".
File:c:\fs2_open\code\ship\ship.cpp
Line: 2352
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fs2_open_d-P420060323.exe 008023b0()
    fs2_open_d-P420060323.exe 00804f48()
    fs2_open_d-P420060323.exe 00a54dce()
    fs2_open_d-P420060323.exe 0080541f()
    fs2_open_d-P420060323.exe 006ddf98()
    fs2_open_d-P420060323.exe 006eac49()
    fs2_open_d-P420060323.exe 006eaf79()
    fs2_open_d-P420060323.exe 00b72fd7()
    kernel32.dll 7c816d4f()

When the freeze occurs I get this :

Code: [Select]
Assert: list->dec.n_poly > 0 && list->dec.vertex_buffer_start > -1
File: c:\fs2_open\code\decals\decals.cpp
Line: 2133
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fs2_open_d-P420060323.exe 00871389()
    fs2_open_d-P420060323.exe 0076d232()
    fs2_open_d-P420060323.exe 0076c377()
    fs2_open_d-P420060323.exe 0076c02b()
    fs2_open_d-P420060323.exe 00809ce5()
    fs2_open_d-P420060323.exe 007325f7()
    fs2_open_d-P420060323.exe 00952a46()
    fs2_open_d-P420060323.exe 006e3a66()
    fs2_open_d-P420060323.exe 006e53bc()
    fs2_open_d-P420060323.exe 006e6451()
    fs2_open_d-P420060323.exe 006e97a0()
    fs2_open_d-P420060323.exe 008a1e31()
    fs2_open_d-P420060323.exe 006eacf5()
    fs2_open_d-P420060323.exe 006eaf79()
    fs2_open_d-P420060323.exe 00b72fd7()

Anyway, regardless of the problems, Freespace SCP kicks ass !
Title: Re: CVS Builds
Post by: Trivial Psychic on March 25, 2006, 09:12:29 am
The debug builds of any builds this month, will want you to change "inital" to "initial" for the turret animation code, and also to remove the quotation marks from around it.  Release builds won't complain.  As for the other bug, I'm not sure.
Title: Re: CVS Builds
Post by: Petrarch of the VBB on March 25, 2006, 09:58:08 am
I've never had any trouble with the 3D radar, either. Other than it being vastly confusing.
Title: Re: CVS Builds
Post by: Cobra on March 25, 2006, 10:50:11 am
yeah, the 3D Radar was a little confusing at first.
Title: Re: CVS Builds
Post by: CaptJosh on March 25, 2006, 01:46:52 pm
I gave up on it when I found that it was virtually useless for intermittent contacts. You can't really tell where those are with 3d radar.
Title: Re: CVS Builds
Post by: Cobra on March 25, 2006, 02:11:19 pm
well, for me, once i see the flashing contacts, i just turned to the general area. that i saw it. from there it was easy. :D
Title: Re: CVS Builds
Post by: CaptJosh on March 25, 2006, 02:41:02 pm
If there's only one set of flashing contacts, sure. Try when there's 4 groups. Like in the second mission in The Great War.
Title: Re: CVS Builds
Post by: Cobra on March 25, 2006, 02:57:56 pm
i did the same thing with that, too. :p
Title: Re: CVS Builds
Post by: CaptJosh on March 25, 2006, 04:17:21 pm
Sure you did...Want to make your nose grow longer?
Title: Re: CVS Builds
Post by: Cobra on March 25, 2006, 04:29:22 pm
.....OK. It's easier for some of us and not so easy for others.
Title: Re: CVS Builds
Post by: CaptJosh on March 25, 2006, 04:32:11 pm
*thinks someone is boasting idly to try to make himself look better*
Title: Re: CVS Builds
Post by: jr2 on March 25, 2006, 05:34:59 pm
I've had that problem with the 3d radar, too, and asked if someone could make an in-game switch for 2D / 3D radar.  (Mantis bug ID 0000768 , closed because submitting feature requests with Mantis is taboo!) (Even though there's a severity selection drop-down labeled "feature request".)  However, I've found that if you can make yourself calculate where the "average" of the faint radar contacts seem to be centered, memorize that spot, and turn towards it, which would mean relying on those circle things for reference, then you can sometimes find a target.  Oh, and while you're flying on instruments, don't hit any asteroids...now I know why your wingmen always run into you...!   :lol:

http://www.hard-light.net/forums/index.php/topic,37095.msg757569.html#msg757569
http://www.hard-light.net/forums/index.php/topic,36622.msg755854.html#msg755854
Title: Re: CVS Builds
Post by: Dark Hunter on March 25, 2006, 06:07:38 pm
I use that technique... it's actually quite easy to read blips on 3-D radar once you get used to it.
Title: Re: CVS Builds
Post by: bfobar on March 25, 2006, 08:31:54 pm
<-- has no trouble decyphering 3d radar fuzz either.
Title: Re: CVS Builds
Post by: Cobra on March 25, 2006, 09:13:06 pm
OK, it looks like the 20060323 build fixed it. :)
Title: Re: CVS Builds
Post by: jr2 on March 25, 2006, 10:50:20 pm
... I didn't say it was exactly easy to follow 3d radar that's fuzzy... in fact, it can be rather hard...  It depends on how may blips, and the number of targets on your radar view.  If you've got tons any combination of the following: asteroids, friendly ships, hostile ships, or cargo containers, it can get hairy awful fast.  You usually end up following your wingmen.  (Which is a bad idea... wingmen usually act pretty stupid unless their actions are scripted or controlled by you.)
Quote
Oh, and while you're flying on instruments, don't hit any asteroids...now I know why your wingmen always run into you...!   :lol:
And I did put in a feature request to get a 2d/3d switch, because 2d is sooo easy: line up the target to the center of the screen and ta-da!  :)
PS Normal (non-fuzzy) 3d is easy to get the hang of:  Just try your yaw and pitch controls while you're escorting a convoy that you know where they are in relation to your radar screen... the circles surrounding the gauge are for your reference.
Title: Re: CVS Builds
Post by: Dark Hunter on March 26, 2006, 10:15:02 pm
Never done that for me, although I'm convinced that it is making up errors. It keeps finding errors in either campaigns I download, which is dumb because any good campaign maker would make sure they are error-free before releasing them, or in flawless custom-built tables. It's driving me a bit insane......
Title: Re: CVS Builds
Post by: Trivial Psychic on March 26, 2006, 11:34:35 pm
The thing is, they may have been made to retail specs, and FSO specs are much stricter.  Just try to run Inferno R1 without the SCP patch.  Even the official patch is out of date.  Shadow0000 managed to upgrade R1 significantly, but existing campaigns need almost constant maintenance if they want to be playable under newer FSO builds.  Keep that in mind when you're playing on of those campaigns.
Title: Re: CVS Builds
Post by: Shadow0000 on March 26, 2006, 11:42:33 pm
Yes, is true, if you try to play S:AH with INF + the SCP Patch it will just crash. Most Campaings have no singnificant or massive errors, however that's apply to FS2 Retail or the SCP version which was used to build them, you have to consider that.
Title: Re: CVS Builds
Post by: karajorma on March 27, 2006, 03:35:34 am
They shouldn't need constant maintenance. They should just need to be brought up to spec once and then work thanks to backwards compatibility.

The stricter FSO specs are due to the fact that those errors did cause crashes from time to time.
Title: Re: CVS Builds
Post by: Cobra on March 29, 2006, 01:48:48 pm
****... looks like i found what's causing all the lockups:

Error: Malloc Failed!

File:\fs2_open\code\globalincs\windebug.cpp
Line: 1680
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: Re: CVS Builds
Post by: IPAndrews on March 30, 2006, 01:23:23 am
Out of memory?
Title: Re: CVS Builds
Post by: Cobra on March 30, 2006, 11:40:14 am
maybe...
Title: Re: CVS Builds
Post by: Cobra on March 31, 2006, 12:56:00 pm
got the malloc error again when i was playing Derelict. that mission where you have to defend the mjolnirs, when one of them fired i saw a white square of doom and FS2_Open crashed. this was after i had just restarted, too, so i didn't run out of memory.
Title: Re: CVS Builds
Post by: neoterran on April 04, 2006, 12:15:46 am
Cause of all the freeze ups for me was the decals. in debug mode you can see the error (I posted it a page or so back) Without using decals (which look terrible anyway, except the laser holes which look good) I have no freeze up problems at all. :)
Title: Re: CVS Builds
Post by: Shadow0000 on April 04, 2006, 12:43:11 am
I bet you're talking about the update I made for INF R1. I have reported that bug, and I known it from the very beginning. This brings me back memories:

Quote
NOTE (IMPORTANT): The Decals are now working 100% OK, the game will not crash, so don't feel afraid to turn it on if your machine specs can afford it.

I truly don't add the add the Decals with the purpose or improve graphics, but yes for having more variety in effects, not that but truly I just added it so we can know how badly damaged is a ship by just seeing it, especially if you have to defend it, I am sure you anyone can just have an idea how badly damaged it is.

Probabily someday the Decals textures will be used along GeoMod to have the kind of realistic effect that the Moloch's beam does over the Deimos in the Sathanas Rift FMV.....

--------------------------------------------------------

Anyways, if you are using an older Build about Janauary 2006 or older, if you check INF Mission 13, you'll see it crash always about 30 seconds, almost immediately. However with newer builds it doesn't happen, the Slot problem that was happening before, it's probabily that this still happen sometimes, but it's rare and randomly.
Title: Re: CVS Builds
Post by: Trivial Psychic on April 04, 2006, 02:07:41 am
Probabily someday the Decals textures will be used along GeoMod to have the kind of realistic effect that the Moloch's beam does over the Deimos in the Sathanas Rift FMV.....
I wouldn't hold my breath over the geomod thing, but there may be something close.  I've heard it discussed that a large decal could be given a normal map to appear to deform the hull.  Granted, normal or bump maps need to wait for Bobbeau's materials system, which in itself is quite a ways away.
Title: Re: CVS Builds
Post by: Shadow0000 on April 04, 2006, 02:35:13 am
Quote
I wouldn't hold my breath over the geomod thing, but there may be something close.  I've heard it discussed that a large decal could be given a normal map to appear to deform the hull.  Granted, normal or bump maps need to wait for Bobbeau's materials system, which in itself is quite a ways away.

"Someday", could be a date up to when the Sun explodes. Anyways I am not waiting for it, but there is something that could get a profit from the GeoMod, and that's is just unbalanced and extra powerful beams.

I usually notice this with the Gigas, where it fires a really moderate Radius Beam (URed), which is unbalanced in Radius vs. Damage, and destroy the Sol Gate in 1 second. This is something impossible, it doesn't matter how powerful it is. That way HitPoints could be defined by calculating Mass on the object, and then balance the density of the material with the Armor.tbl.
Anyways I remember Red Faction 2 can calculate remaining Mass and if it is too small it just destroy, or make dissapear the ramaining fragment, the ramaining object...

Again, that's just an specif thing that I see. It's like if a Sathanas shoot at an antenna of the Orion it just kill it, and in reality it should just do proportional damage to the Mass eliminated...it's annoying when your ship is destroyed this kind of way..........

Quote
Granted, normal or bump maps need to wait for Bobbeau's materials system, which in itself is quite a ways away.

This would be excellent, for sure, especially for shadows to give a 3d perspective, not to talk about to make planets be like they were using displacement....
Title: Re: CVS Builds
Post by: CP5670 on April 04, 2006, 03:16:57 pm
Any idea when the next build is coming out? I would like to try out the new subtitle code.
Title: Re: CVS Builds
Post by: neoterran on April 04, 2006, 03:51:33 pm
Hey Shadow,

The decals were giving me freeze ups in all the mods, not just Inferno R1 Update. To be clear.  :blah:
Title: Re: CVS Builds
Post by: taylor on April 04, 2006, 04:31:57 pm
The decals were giving me freeze ups in all the mods
Yeah, the decal code is some scary stuff.  I cleanup up the main problems (some of the memory issues and the freezing), but most of the graphics issues still remain and I haven't had a chance to work on that more.  Starting last week I'm not bug fixing for a few months though so there is no telling when I might get back to that.  It's really something that Bobboau needs to take care of anyway.
Title: Re: CVS Builds
Post by: karajorma on April 04, 2006, 05:16:03 pm
Any idea when the next build is coming out? I would like to try out the new subtitle code.

Both myself and WMC have posted builds elsewhere on the SCP forum today :) I know included FRED in mine. :)
Title: Re: CVS Builds
Post by: redmenace on April 07, 2006, 11:04:45 am
I will see if I can muster an update this weekend.
Title: Re: CVS Builds
Post by: Cobra on April 07, 2006, 11:32:10 am
while you're at it, check the malloc, would you? i'm getting it more and more every time now. :(
Title: Re: CVS Builds
Post by: neoterran on April 07, 2006, 01:33:52 pm
just wanted to add that img2dds isn't working properly for me, i've been in contact with taylor about it, he knows about it, but we couldn't find a solution. I'm just posting this in the hopes someone else had the issue on an nvidia card in opengl and found a solution for it. It would be nice to have a new build to try out.
Title: Re: CVS Builds
Post by: Raptor on April 10, 2006, 07:09:49 am
not to put too fine a point on it, but what's the differance between 'standard' and 'optimised' builds? :confused:
Title: Re: CVS Builds
Post by: karajorma on April 10, 2006, 09:44:33 am
Optimised builds are compiled with processor optimisations for certain types of processor (Athlon and P4). The result is that they run faster (there is a slight risk that they might be more unstable but it should be very slight). .
Title: Re: CVS Builds
Post by: Mars on April 10, 2006, 04:33:22 pm
The question has been asked several times in this very thread.
Title: Re: CVS Builds
Post by: neoterran on April 10, 2006, 06:56:28 pm
time for a new build redmenace !  :confused:
Title: Re: CVS Builds
Post by: Cobra on April 10, 2006, 07:45:36 pm
be patient, Real Life takes us away from our favorite things.

although i'm a little anxious, as well. :D
Title: Re: CVS Builds
Post by: Mars on April 10, 2006, 09:36:02 pm
What's Real Life? :confused:
Title: Re: CVS Builds
Post by: Kaine on April 11, 2006, 04:15:15 am
i just want voice recognition fixed =< i've had it and now i can't play without it  :sigh:
Title: Re: CVS Builds
Post by: karajorma on April 11, 2006, 08:14:30 am
All it needs is for someone to download the SDK and figure out all the preprocessor flags. I've got the first one but I'm not certain about the second. Nor do I have access to Warpcore to upload them even if I did spend the time to figure it all out so I'm out for the moment.
Title: Re: CVS Builds
Post by: TigrisJK on April 12, 2006, 02:00:08 pm
When it says remove all old VPs, does that mean the mv_100patch.vp too?

And... what about the vps that came with the game? (sparky, etc.)
Title: Re: CVS Builds
Post by: Cobra on April 12, 2006, 02:43:51 pm
leave the stock vp's the way they are. without 'em, you wouldn't be able to play scp.

the required SCP component is mv_core. (self explanatory, right? ;))

For all the graphical enhancements, download mv_models, mv_textures, mv_effects, and if you have a very powerful computer, mv_adveffects. all should be self-explanatory by the names. :)

note that these take up a lot of HD space and may cause some slowdowns if you have a medium-ranged computer, but it's worth it. :)
Title: Re: CVS Builds
Post by: karajorma on April 12, 2006, 04:20:28 pm
That's voice synthesis. Voice recognition means you can bark orders into a microphone rather than having to use the keyboard to call in support etc.
Title: Re: CVS Builds
Post by: Cobra on April 13, 2006, 12:32:33 pm
Ok, I'm getting really annoyed with the CVS builds. on 20060303 and 20062303, they keep randomly crashing. The game freezes and the music gets stuck in a one-second loop. you know the whole thing. i don't even get an error. just a 'windows has found a fatal error in the program' error that asks you to send an error report or no.
Title: Re: CVS Builds
Post by: karajorma on April 13, 2006, 01:08:22 pm
The errorlog.txt file will say what caused the problem.

Running a debug build will tell you more.
Title: Re: CVS Builds
Post by: Cobra on April 13, 2006, 01:21:22 pm
all i see is access violations from various dll's.

Error log (http://www.fileh.com/Cobra/errorlog.txt)
Title: Re: CVS Builds
Post by: neoterran on April 14, 2006, 11:49:15 pm
For those of us unable to build our own builds (what else do I need to compile this in Visual Studio 2005 besdies the Platform SDK anyway ?) we would like a new one because taylor just put out some cool new nebula tbm  :nod:
Title: Re: CVS Builds
Post by: SuperCoolAl on April 15, 2006, 12:40:38 pm
Where IS Redmenace?  :lol:
Title: Re: CVS Builds
Post by: Mars on April 15, 2006, 02:21:42 pm
Somwhere in a place called "Real Life"... wherever that is.
Title: Re: CVS Builds
Post by: neoterran on April 15, 2006, 02:26:05 pm
We were promised a build last weekend but it never materialized.

I want to try to build it, where can i get CVS ?
Title: Re: CVS Builds
Post by: karajorma on April 15, 2006, 02:57:42 pm
Start here (http://scp.indiegames.us/content.php?content.3).
Title: Re: CVS Builds
Post by: pecenipicek on May 14, 2006, 03:02:47 pm
which CVS build would i be looking for if i didnt want to use the 3.6.8 beta VP's, only the 3.6.7 certified vp's and those 3 patches?


gimmie ideas peepz.
Title: Re: CVS Builds
Post by: neoterran on May 14, 2006, 03:44:09 pm
Get Taylors' latest build from http://icculus.org/~taylor/fso/nightly/, it's the most modern, and it has support from environment mapping in OpenGL. You should always run in OpenGL it's faster.
Title: Re: CVS Builds
Post by: pecenipicek on May 14, 2006, 03:52:46 pm
thanks :)

cheers
Title: Re: CVS Builds
Post by: CP5670 on May 15, 2006, 03:14:02 pm
Get Taylors' latest build from http://icculus.org/~taylor/fso/nightly/, it's the most modern, and it has support from environment mapping in OpenGL. You should always run in OpenGL it's faster.

Wow, that sounds awesome, quite an unexpected surprise. My last final exam is tomorrow, but I have to find some time to try this out tonight. :)
Title: Re: CVS Builds
Post by: pecenipicek on May 15, 2006, 04:00:13 pm
well, it doesnt even open for me. i think it stops at the OpenAL loading. no error message, nothing. it just stops at intializing openal... however, the old voice recognition build works fine, so its all fine and dandy.

i cant verify env mapping yet.
Title: Re: CVS Builds
Post by: tamshiwen on May 17, 2006, 05:26:44 am
tried the build out and environment mapping is works great in opengl.  one strange thing i noticed is that if you're looking at your ship in third person view and then lock the camera so you can move the ship in third person view, the environment map gets locked in place too.  definately much better implemented than in d3d, doesn't hit frame rate as hard.  haven't tried it in a big mission yet though, just surrender belsarius.
Title: Re: CVS Builds
Post by: Cobra on May 17, 2006, 09:15:00 am
the build crashed with a fatal error report when i was testing Pathways' final release package. (:drevil: ) right when i was near the end the build froze and windows spouted out its usual bull****. oh, and the evironment mapping looks a little weird on the cockpit. it's like you can see a green nebula and a red one. there's a third too but i can't remember what color it was. i took a screenshot but the screenshot code is busted again. :(

but the loading times are insanely fast. :D
Title: Re: CVS Builds
Post by: neoterran on May 17, 2006, 12:49:53 pm
bumping for a redmenace build that isn't 3/23  ;7
Title: Re: CVS Builds
Post by: neoterran on June 09, 2006, 12:20:36 pm
Well, it looks like redmenace has kind of given up on this thread since he hasn't posted a new build in coming up on a quarter of a year.

This thread may be misleading for newbies now, perhaps we should unsticky it since far better and newer builds are being released in other threads...
Title: Re: CVS Builds
Post by: karajorma on June 09, 2006, 01:53:23 pm
Good point. I was thinking that before I read what you'd actually posted :)
Title: Re: CVS Builds
Post by: Cobra on June 09, 2006, 02:56:47 pm
besides, we don't need redmenace. we have Karajorma, Goober5000, and WMCoolmon. :p
Title: Re: CVS Builds
Post by: karajorma on June 09, 2006, 03:02:24 pm
Well I can't build optimised builds on VC6 and Goober and WMC either can't or choose not to.
Title: Re: CVS Builds
Post by: redmenace on June 24, 2006, 03:06:50 pm
 ;)

I actually am currently working on making all of the builds I have missed over this "quarter."
Resticking, but locked till future notice.
Title: Re: CVS Builds
Post by: WMCoolmon on June 26, 2006, 04:27:54 am
Well I can't build optimised builds on VC6 and Goober and WMC either can't or choose not to.

Every one of my release builds that I've released recently has been P4 optimized. That's part of the problem, I think, as people have been having trouble with mine crashing (including myself :p)
Title: Re: CVS Builds
Post by: redmenace on June 26, 2006, 06:31:28 am
Hence why I post both types.

The optimized builds are very useful for FRED2 builds. There you notice the difference, especially with the debug versions.
Title: Re: CVS Builds
Post by: redmenace on June 27, 2006, 04:17:29 am
Just an update, I have everything up to June 3 compiled. I will hopefully be caught up by thursday.
Title: Re: CVS Builds
Post by: Wanderer on June 29, 2006, 09:11:31 am
As the main CVS builds thread was locked....

I have been testing new CVS builds from redmenace.. That is stuff from here http://fs2source.warpcore.org/exes/latest/June2006 (http://fs2source.warpcore.org/exes/latest/June2006) and most of the time the normal builds (unoptimized, r) wont even start (or rather CTD almost immediately). I get 'Access Violation' in ntdll.dll error to errorlog.txt. However debug builds run very nicely. Odd thing is that r builds sometimes load very nicely many times in a row but then suddently will start CTDs on startup once again. I have gotten this problem with all the builds i tested from /exes/latest/June2006 that is from fs2_open_r-20060624 to fs2_open_r-20060628

EDIT: If anyone bothers to move (join) this to the CVS builds thread....
Title: Re: CVS Builds
Post by: redmenace on June 29, 2006, 09:17:12 am
Updated!
CVS as of 6/28/06
Some Important Comments:
Title: Re: CVS Builds
Post by: redmenace on June 29, 2006, 09:21:17 am
Also all builds from March have been compiled and uploaded to warpcore.
Title: Re: CVS Builds
Post by: karajorma on June 29, 2006, 10:03:07 am
It should be noted that CVS builds are not the same as 3.6.9 Release Candidates. 3.6.9 is under a code freeze while CVS is not. That means that CVS builds will have new features not present in release candidates.
Title: Re: CVS Builds
Post by: Cobra on June 29, 2006, 01:11:17 pm
So, what features do the new CVS builds bring to us?
Title: Re: CVS Builds
Post by: karajorma on June 29, 2006, 02:27:14 pm
If anyone uses it my team loadout changes would break 3.6.9 for a start.
Title: Re: CVS Builds
Post by: redmenace on July 01, 2006, 12:06:15 pm
Updated!
CVS as of 7/01/06
Some Important Comments:
Title: Re: CVS Builds
Post by: neoterran on July 01, 2006, 02:56:40 pm
thanks for catching up and giving us some optimized builds... they truly are faster. I would like to see you move to Visual Studio 2005 - because the optimizations in the compiler are different (improved)

I've tried building myself, but i just get exes that crash... anyone that can help me (i convert the vs6 project to 2005 and fix the dependencies) get a working VS2005/freespace port is welcome to pm me
Title: Re: CVS Builds
Post by: Don-DiZzLe on July 01, 2006, 04:05:05 pm
Can I make my own optimized builds similar to urs by following this page http://www.hard-light.net/wiki/index.php/Fs2_open_on_Linux ?
Title: Re: CVS Builds
Post by: redmenace on July 01, 2006, 04:16:09 pm
I will pick up VS 2005 eventually. Converting the 2003 project files is easy btw.

Don, you will have to ask taylor about optimized builds on linux.
Title: Re: CVS Builds
Post by: redmenace on July 02, 2006, 03:06:06 am
Updated!
CVS as of 7/02/06
Some Important Comments:
Title: Re: CVS Builds
Post by: ARSPR on July 02, 2006, 03:46:00 am
Are all the error fixing (as 551) going to reach 3.6.9. too? Or are 3.6.9. and CVS completely diferent branches?
Title: Re: CVS Builds
Post by: redmenace on July 02, 2006, 08:15:36 am
I would imagine that it would since 551 has been a long standing bug.
Title: Re: CVS Builds
Post by: YemminatoR on July 02, 2006, 12:30:35 pm
where i can see the changelog of new builds?
Title: Re: CVS Builds
Post by: karajorma on July 02, 2006, 03:54:37 pm
This (http://www.hard-light.net) page will show you all the changes in the code.
I was under the impression that was supposed to remain private to developers.  -redmenace

Are all the error fixing (as 551) going to reach 3.6.9. too? Or are 3.6.9. and CVS completely diferent branches?

Bug fixes go into both branches. New features go into CVS only.
Title: Re: CVS Builds
Post by: redmenace on July 03, 2006, 05:37:08 am
Updated!
CVS as of 7/03/06
Some Important Comments:
Title: Re: CVS Builds
Post by: Trivial Psychic on July 03, 2006, 07:11:38 am
I was under the impression that was supposed to remain private to developers.  -redmenace

Too Late.  :drevil:
Title: Re: CVS Builds
Post by: redmenace on July 03, 2006, 07:38:17 am
The Trivial Psychic Strikes Again!
Title: Re: CVS Builds
Post by: karajorma on July 03, 2006, 02:15:04 pm
I can't imagine why we'd want to keep codebase commits secret. But if I let the cat out of the bag I'm sorry.
Title: Re: CVS Builds
Post by: ARSPR on July 03, 2006, 03:11:32 pm
I notice that the Kara build from 5/9 must have nebula effects but these ones don't. I know because I tried an ITDOH mission that has nebulas in it with that Kara older build, but when I used the 7/1 CVS build, no nebulas appeared. Is it the build or is there something else that was wrong?

Have you downloaded alpha patches from 3.6.9. RC3 thread? I think your problem is defective media data with the newest buids which DO use image alpha channel.
Title: Re: CVS Builds
Post by: neoterran on July 03, 2006, 04:22:55 pm
I would certainly like to see a redmenace optimized compile of the RC builds and especially 3.6.9 final.... as well as his optimized CVS compiles..
Title: Re: CVS Builds
Post by: redmenace on July 03, 2006, 10:12:40 pm
3.6.9 will have an optimized version.
Title: Re: CVS Builds
Post by: Cobra on July 03, 2006, 11:06:17 pm
IMO the P4 optimized version doesn't work as well as the regular version.
Title: Re: CVS Builds
Post by: redmenace on July 04, 2006, 03:47:43 am
They are very unstable as of late
Title: Re: CVS Builds
Post by: Cobra on July 04, 2006, 10:47:01 am
Unstable since January?
Title: Re: CVS Builds
Post by: neoterran on July 04, 2006, 12:09:30 pm
I feel the optimized versions are faster.

However, there is a bug in them on alt tab or return to desktop that causes a BSOD in the nvidia miniport driver. I don't have time to catch this with a debug build, but it's happened to me several times.
Title: Re: CVS Builds
Post by: CP5670 on July 04, 2006, 04:04:12 pm
Wait, that only occurs in the optimized builds?! I wish I had thought of that possibility earlier. That problem drove me nuts for several months and it only went away when I changed video cards (and still occurs on my other machine).  I have always used the optimized builds in the past, but I definitely need to give the normal one a try on the other computer and see if it fixes this.
Title: Re: CVS Builds
Post by: Col. Fishguts on July 05, 2006, 06:18:58 am
I can't imagine why we'd want to keep codebase commits secret. But if I let the cat out of the bag I'm sorry.

You do know that on the SCP page several years back, everybody could sign up for mail notifications on all commits, right ?

I'm reading all of your dirty hacks :drevil:
Title: Re: CVS Builds
Post by: redmenace on July 05, 2006, 10:25:11 am
Dirty Whore.
Title: Re: CVS Builds
Post by: Wanderer on July 06, 2006, 08:33:02 am
I'm still getting CTDs on startup with r-builds (not P4 builds) occasionally - that is it starts happening from time to time preventing any attempts to play the game but after a while (ltrying 3.6.9 builds and d builds) r builds may again start loading properly - but d-builds run nicely. Also when entering mission if i have used (scripting stuff) plr to get playership i get instant CTD without any errors. When i try to recreate it with d build it runs smoothly and i can not get it crash so i cant find the problems with d builds.

As i only get errorlog.txt reports from these here is the stuff i got, CTD on startup:
Code: [Select]
fs2_open_r-20060703 caused an Access Violation in module ntdll.dll at 001b:7c911e58.
CTD on entering mission:
Code: [Select]
fs2_open_r-20060703 caused an Access Violation in module fs2_open_r-20060703.exe at 001b:00523f43.
Title: Re: CVS Builds
Post by: redmenace on July 06, 2006, 09:43:14 pm
Builds will be posted tomorrow. Too tired to do it now. If you want them now, you can grab them off of http://fs2source.warpcore.org/exes/latest/July2006/
Title: Re: CVS Builds
Post by: neoterran on July 06, 2006, 11:03:13 pm
go redmenace, it's your birthday... we gon'a partee like it's ya birthday...  :nervous:
Title: Re: CVS Builds
Post by: Harbinger of DOOM on July 07, 2006, 12:31:22 am
Builds will be posted tomorrow. Too tired to do it now. If you want them now, you can grab them off of http://fs2source.warpcore.org/exes/latest/July2006/
Sweet! *downloads*
Title: Re: CVS Builds
Post by: Mehrpack on July 07, 2006, 08:28:45 am
hi,
redmenace have birthday?

happy birthday and good luck for the next year :).

Mehrpack
Title: Re: CVS Builds
Post by: redmenace on July 07, 2006, 10:42:01 am
no I's don't :p

They are being idiots.
Title: Re: CVS Builds
Post by: redmenace on July 07, 2006, 10:42:40 am
Updated!
CVS as of 7/05/06
Some Important Comments:
Title: Re: CVS Builds
Post by: redmenace on July 07, 2006, 11:11:21 pm
Updated!
CVS as of 7/07/06
Some Important Comments:
Title: Re: CVS Builds
Post by: Starman01 on July 08, 2006, 02:26:55 am
Thanks, I waited for that update :) While this build seems to be pretty stable, I encountered a problem regarding the glowpoints. When using this build, my big carrier models are missing quite a number of glows. Did you decrease the max amount of allowed glowpoints ?
Title: Re: CVS Builds
Post by: Mehrpack on July 08, 2006, 07:59:20 am
no I's don't :p

They are being idiots.

hi,
aha ok *mumble something incomprehensibly*

Mehrpack
Title: Re: CVS Builds
Post by: redmenace on July 08, 2006, 09:27:37 am
Updated!
CVS as of 7/08/06
Some Important Comments:
Title: Re: CVS Builds
Post by: Starman01 on July 08, 2006, 12:39:16 pm
Glowpoints still broken :(  Shall I mantis it, or is this already known ? (it works fine in 3.6.9 RC 4).
Another thing, the decloaking (actually just a change ship-class SEXP), explained in this thread :

http://www.hard-light.net/forums/index.php/topic,40783.0.html

makes the game CTD. Funny thing, the cloaking effect (same SEXP) doesn't crash.
Title: Re: CVS Builds
Post by: Goober5000 on July 08, 2006, 02:04:19 pm
Mantis both.
Title: Re: CVS Builds
Post by: redmenace on July 09, 2006, 11:23:08 am
Updated!
CVS as of 7/09/06
Some Important Comments:
Title: Re: CVS Builds
Post by: Mehrpack on July 09, 2006, 02:31:04 pm
hi,
with the new build, the game will freeze immediatley, if i will see the trident or lilith in the techroom, maybe other ships too.

i have use the debug build and i have attach the fs.log.
i hope that it help.

Mehrpack

[attachment deleted by admin]
Title: Re: CVS Builds
Post by: taylor on July 09, 2006, 02:44:11 pm
with the new build, the game will freeze immediatley, if i will see the trident or lilith in the techroom, maybe other ships too.
It's known, and the fix is in the updated RC5 build.  But there are more problems there than just that freezing so that's why the freeze fix isn't in CVS yet, it may not be needed in the end.
Title: Re: CVS Builds
Post by: Mehrpack on July 09, 2006, 05:23:19 pm
hi,
aha, ok.

Mehrpack
Title: Re: CVS Builds
Post by: redmenace on July 10, 2006, 09:26:37 pm
Updated!
CVS as of 7/10/06
Some Important Comments:
Title: Re: CVS Builds
Post by: redmenace on July 11, 2006, 08:47:56 pm
Updated!
CVS as of 7/11/06
Some Important Comments:
Title: Re: CVS Builds
Post by: Zacam on July 12, 2006, 04:21:03 am
So, why do the 20060711 Standard and Optimized packages contain the same exes? I thought the standard package was the non-P4, but the P4 is in the rar. (I even double checked on a binary compare to make sure and even the MD5's match on the two, just to make sure it wasn't just mis-named.)
Title: Re: CVS Builds
Post by: redmenace on July 12, 2006, 08:41:35 am
Fixed, thanks for catching that.
Title: Re: CVS Builds
Post by: neoterran on July 12, 2006, 12:17:55 pm
bloody get it right will you ?  :D
Title: Re: CVS Builds
Post by: redmenace on July 12, 2006, 12:19:35 pm
just reformatted this last weekend so things are not built in the order that they once were.
Title: Re: CVS Builds
Post by: redmenace on July 12, 2006, 09:30:40 pm
Updated!
CVS as of 7/12/06
Some Important Comments:
Title: Re: CVS Builds
Post by: Raptor on July 13, 2006, 01:26:58 am
We need anything extra for these new builds, or can someone who has been using the 06/03/2006 build (Ie me) just 'plug and play'?

Great work at making these BTW.  ;)
Title: Re: CVS Builds
Post by: Mars on July 13, 2006, 03:39:00 am
They should be
Title: Re: CVS Builds
Post by: Zacam on July 13, 2006, 04:01:09 am
w00t! 20060712 has recharging shields! Although, compared to the ambient lighting of RC5 and the previous (20060711 & 20060710) build's.....the overall lighting is kinda brightish and washed out. I do an -ambient_factor 0.75 and generally that makes things like the darksides of ships d*** near invisible against space.....but now I can make them out. And the rear end of some vessels pop's into view as they're warping in but haven't completely done so.
Title: Re: CVS Builds
Post by: Chris B. Yond on July 13, 2006, 12:46:15 pm
It really seems to be a tad brighter.
Title: Re: CVS Builds
Post by: Zacam on July 13, 2006, 06:51:48 pm
Also, game freeze with 20060712 on viewing Lilith and Cain in Techroom or F3. Happens with base 3.6.8z's and with taylors 20060710 updates.
Title: Re: CVS Builds
Post by: redmenace on July 14, 2006, 07:55:13 am
Updated!
CVS as of 7/13/06
Some Important Comments:
Title: Re: CVS Builds
Post by: redmenace on July 15, 2006, 03:43:11 pm
Updated!
CVS as of 7/15/06
Some Important Comments:
Title: Re: CVS Builds
Post by: brandx0 on July 16, 2006, 02:30:17 am
Just out of curiosity, having never used the CVS builds, is there any sort of record of what features and fixes the CVS version has that the 3.6.9 RCs don't?  On that note, is there any record of the difference between the 3.6.9 RCs?
Title: Re: CVS Builds
Post by: karajorma on July 16, 2006, 04:15:19 am
AFAIK the only big feature in CVS that isn't in the release candidates is my Team Loadout stuff since the branches were split just before I added that stuff and most people (including myself) have been working on stuff for 3.6.9 since then.

EDIT : WMC's ship limbo stuff is CVS builds only if I remember too.
Title: Re: CVS Builds
Post by: Chris B. Yond on July 16, 2006, 01:22:03 pm
Are the shields working in RC5? I don't think so, unless you secretely updated it meanwhile. What about your "inofficial" RC6 regarding that matter? Forget that, just found the answer in the other thread.
Title: Re: CVS Builds
Post by: redmenace on July 16, 2006, 11:02:48 pm
Updated!
CVS as of 7/16/06
Some Important Comments:
Title: Re: CVS Builds
Post by: Raptor on July 18, 2006, 07:44:21 am
Anyone else getting ships dropping to a lower LOD when they're not supposed to, or is it just me?  (I've had been watching Mara's in external camera mode.  They'll start off at LOD0, but then suddenly switch to LOD4. :wtf:)
Title: Re: CVS Builds
Post by: redmenace on July 19, 2006, 11:59:12 pm
Updated!
CVS as of 7/19/06
Some Important Comments:
Title: Re: CVS Builds
Post by: redmenace on July 19, 2006, 11:59:45 pm
Raptor, can you tell me when this behavior started?
Title: Re: CVS Builds
Post by: Raptor on July 20, 2006, 05:22:43 am
It's the optimised 16/07/06 build.  I jumped from the 06/03/06 build.

Apart form this LOD bug, everything else is fine.
Title: Re: CVS Builds
Post by: redmenace on July 22, 2006, 03:06:58 am
any better idea exactly?
Title: Re: CVS Builds
Post by: redmenace on July 22, 2006, 03:07:19 am
Updated!
CVS as of 7/21/06
Some Important Comments:
Title: Re: CVS Builds
Post by: redmenace on July 22, 2006, 03:17:20 am
Sorry, about the late update. I was busy watching Ghost in the Shell: Stand Alone Complex :D
Title: Re: CVS Builds
Post by: falcon2105 on July 22, 2006, 09:38:04 am
Uhh...i think the optimized build file for 7-21-06 has the fred exes in it instead of fsopen exes.
Title: Re: CVS Builds
Post by: neoterran on July 22, 2006, 11:35:20 am
Sorry, about the late update. I was busy watching Ghost in the Shell: Stand Alone Complex :D

Hey, don't worry... it's alot better to be getting the builds this way rather than the 3 months you took off completely !  ;)
Title: Re: CVS Builds
Post by: redmenace on July 22, 2006, 11:54:14 am
Fixed.
Title: Re: CVS Builds
Post by: Raptor on July 23, 2006, 01:33:02 am
any better idea exactly?

Nope sorry, unless I work my way through all the releases... :shaking:
Title: Re: CVS Builds
Post by: redmenace on July 23, 2006, 01:37:49 am
well you can work throught the last 2 months by continually eliminating time period.
Title: Re: CVS Builds
Post by: Raptor on July 23, 2006, 01:42:51 am
well you can work throught the last 2 months by continually eliminating time period.

Err... please repeat all after 'continually'.  'time period'? :confused:  (It's properly something really simple and I'll look such a idiot for not understanding...)
Title: Re: CVS Builds
Post by: redmenace on July 23, 2006, 02:12:57 am
given a time period of 6 months hypothetically. If you wanted to know when a bug was introduced you would contually test in the middle of the time period. In the case of 6 months you would test 3 months ago and determine whether it was introduced 3-0 months ago or was introduced in the time period of 4-6 months ago. This process continues till you have an exact date of introduction.

I also assume you jumped from a march to a july build.
Title: Re: CVS Builds
Post by: redmenace on July 24, 2006, 10:18:00 pm
Updated!
CVS as of 7/23/06
Some Important Comments:
Title: Re: CVS Builds
Post by: redmenace on July 26, 2006, 12:31:35 am
Updated!
CVS as of 7/25/06
Some Important Comments:
Title: Re: CVS Builds
Post by: jr2 on July 26, 2006, 01:17:37 am
Updated!
CVS as of 7/25/06
Some Important Comments:
  • Standard Build Updated
  • Optimized Build Updated
  • Inferno Build Updated
  • Optimized Inferno Updated
  • Standard FRED2 Updated
  • Optimized FRED2 Updated
  • Inferno FRED2 Updated
  • Optimized Inferno FRED2 Updated
Updated!
Link to post 1 (http://www.hard-light.net/forums/index.php/topic,34852.msg721495.html#msg721495)!!!
:lol:
Title: Re: CVS Builds
Post by: redmenace on July 26, 2006, 01:45:31 am
 :confused:
Title: Re: CVS Builds
Post by: jr2 on July 26, 2006, 03:33:41 am
:confused:
Just wondering why you don't edit post 1 with the updated links and then Quote (http://www.hard-light.net/forums/index.php?action=post;quote=721495;topic=34852.0;;sesc=8a26b361bde4c5ee503cfcc913122cb0) it when you post the non-linky one; that way, you'd have the links on the end of the post string as well as the beginning.  :)  Just a thought.
Title: Re: CVS Builds
Post by: redmenace on July 26, 2006, 04:14:07 am
My thoughts are, does it matter?
Title: Re: CVS Builds
Post by: Zacam on July 26, 2006, 05:32:36 am
Heh. I'm always clicking "Last Post" to see if it's a release message or I just refresh warpcore. :)
Title: Re: CVS Builds
Post by: Raptor on July 26, 2006, 08:44:38 am
given a time period of 6 months hypothetically. If you wanted to know when a bug was introduced you would contually test in the middle of the time period. In the case of 6 months you would test 3 months ago and determine whether it was introduced 3-0 months ago or was introduced in the time period of 4-6 months ago. This process continues till you have an exact date of introduction.

I also assume you jumped from a march to a july build.

Yes, I did.

Just finished testing these builds:
06/04/12
06/04/21
KARA 06/05/17

They all have the 'jumping to lower LODs when they shouldn't' bug.  It appears to happen when there is a lot going on.

I've not seen it happen in the 06/03/06 build.  Do you have any builds between 03/06 and 04/12 ?
Title: Re: CVS Builds
Post by: redmenace on July 26, 2006, 09:06:43 am
http://fs2source.warpcore.org/exes/latest/March2006/
http://fs2source.warpcore.org/exes/latest/April2006/

Thanks again. Once you know the exact date, please submit the bug to mantis.
Title: Re: CVS Builds
Post by: redmenace on July 26, 2006, 11:30:59 pm
Updated!
CVS as of 7/26/06
Some Important Comments:
Title: Re: CVS Builds
Post by: Kon on July 27, 2006, 03:06:47 pm
Is this CVS better/more stable than the "unoffical RC6s"? And what's all this about the Inferno builds? I thought Inferno was a campaign. :confused:
Title: Re: CVS Builds
Post by: redmenace on July 27, 2006, 05:44:31 pm
CVS is directly from the repository. The RCs are from the 3.6.9 branch in CVS. There are not many differences other than CVS has new features if they are committed. 3.6.9 RCs contain bug fixes only.

The inferno campaign requires a special setting inorder to work properly that only can be set at the time of the exe being built. This will be fixed in the future so there will be a one type fits all.
Title: Re: CVS Builds
Post by: Kon on July 27, 2006, 07:11:27 pm
Ah, thank you. :)
Title: Re: CVS Builds
Post by: MetalDestroyer on July 28, 2006, 01:04:37 am
Hi everybody, yesterday I was trying to launch my old Star Wars mod with those builds (I've just taken the Optimized version for Fs2). But unfortunately, the mod didn't launch. I mean Freespace 2 is running well after I chose the mod folder from the Launcher 5.4, but when I want to see custom missions in the tech room, there are all unavailable. I can't see my converted star wars model in place I have just the Fs2 vessels in the list.

So, what's wrong ? Should I have to remove(move) the media VP 3.6.8 Zeta out of the Freespace 2 folder or not ? The mod was working well with old build for Inferno (but don't remember the released version).
Title: Re: CVS Builds
Post by: karajorma on July 28, 2006, 04:05:01 am
So, what's wrong ? Should I have to remove(move) the media VP 3.6.8 Zeta out of the Freespace 2 folder or not ? The mod was working well with old build for Inferno (but don't remember the released version).

You shouldn't have any mods in your main Freespace2 folder or in Data in the first place. The media VPs should go in a folder called mediavps and be selected as a mod. Your Star Wars mod should also be in a folder of its own so that it too can be selected as a mod.
Title: Re: CVS Builds
Post by: MetalDestroyer on July 28, 2006, 04:57:11 am
Well, the only vp files in the default Freespace2 folder are only those MediaVP 3.6.8 Zeta. I thought it was this way to use mediaVP in the main Fs2 campaign and use them for all new campaign like Transcend, Homesick, etc... Well, I guess I should move them to a new folder a make a try. Thanks.
Title: Re: Re: CVS Builds
Post by: redmenace on July 28, 2006, 05:02:00 am
everything prior to the 7-28-06 is being archived.