Author Topic: Antipodes 9 - SDL Everywhere  (Read 39773 times)

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Re: Antipodes 9 - SDL Everywhere
I don't know if this is the right place for bug reports but here is something I ran into while testing the Antipodes 9 July 18 2015 build.

On my Xbox360 controller, binding "Bank Axis" to either the left or right trigger causes my ship to continuously roll counter clockwise even though I'm not pressing anything. Pressing the trigger half way down stops the spinning. In 3.7.2 final this doesn't happen.

Another thing is that I cannot bind "Primary Fire" to a trigger, ie. it just will not register. This happens in both Antipodes and the regular build so maybe it's by design, I don't know.

Edit: This is on Win7 64-bit.

 

Offline m!m

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Re: Antipodes 9 - SDL Everywhere
Unfortunately both issues are caused by the way FSO handles axis inputs. The triggers are registered as an axis and FSO assumes that the 'middle' means that there is no input which is not accurate for the XBox controllers. Until the input handling is rewritten this will not change.

Your second issue is again caused by the input handling of FSO. Primary fire is expected to be used with a button but the triggers are recognized as axes so you can't map that control using the triggers.

There could be some external software that allows you to remap how the controller inputs are passed to FSO but for the immediate future FSO won't be able to handle this use case correctly without external help.

 
Re: Antipodes 9 - SDL Everywhere
Unfortunately both issues are caused by the way FSO handles axis inputs. The triggers are registered as an axis and FSO assumes that the 'middle' means that there is no input which is not accurate for the XBox controllers. Until the input handling is rewritten this will not change.

Your second issue is again caused by the input handling of FSO. Primary fire is expected to be used with a button but the triggers are recognized as axes so you can't map that control using the triggers.

There could be some external software that allows you to remap how the controller inputs are passed to FSO but for the immediate future FSO won't be able to handle this use case correctly without external help.

Ok. Maybe I'll try hacking around it with XPadder.

 

Offline m!m

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Re: Antipodes 9 - SDL Everywhere
Let us know how it went, if it works it could be added to the FAQ so other people don't have to go through the same trouble.

 
Re: Antipodes 9 - SDL Everywhere
Yeah, it's working now. Just had to map the triggers to ctrl and space bar.

 

Offline chief1983

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Re: Antipodes 9 - SDL Everywhere
Without having done that, wouldn't even simple control mapping in FSO have been broken with that joystick?  If it is constantly detecting them being engaged.  Unless FSO watches for changes on axis and not just non-zero axis values during binding.
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Offline m!m

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Re: Antipodes 9 - SDL Everywhere
AFAIK it only registers differences for control binding.

 

Offline chief1983

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Re: Antipodes 9 - SDL Everywhere
Now that I think about it, I guess that makes sense, otherwise I'd have to zero my throttle to bind anything.

Wonder if those buttons can be recalibrated in Windows natively, or how much work it would take to support non-zeroing axis better in FSO.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
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#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

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

 

Offline z64555

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Re: Antipodes 9 - SDL Everywhere
any work with the controls code is like pulling fragmented wisdom teeth. painful, slow, but doable.
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Offline Bryan See

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Re: Antipodes 9 - SDL Everywhere
And what about window handling?
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Offline m!m

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Re: Antipodes 9 - SDL Everywhere
What exactly do you want to know?
Window handling in FSO is pretty simple because there is only one. I would like to add lua support for creating new windows and rendering stuff onto them but that won't be implemented for quite a while.

 

Offline Talon 1024

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Re: Antipodes 9 - SDL Everywhere
I'm really liking the new SDL2 integration into FSO. The mouse is much smoother, I can use the CapsLock key to toggle glide mode, and I'm able to move the mouse around during loading screens and other time-consuming procedures. It seems that the mouse input is now asynchronous.

However, I am unable to load mods with folder names that have spaces in them. Additionally, the SDL2 error dialog says it has copied the error message to the clipboard, even though it hasn't (or if it did, maybe it isn't the X clipboard?).
Here's the error message I'm getting when I try to load Shadow Genesis:
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Offline m!m

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Re: Antipodes 9 - SDL Everywhere
However, I am unable to load mods with folder names that have spaces in them. Additionally, the SDL2 error dialog says it has copied the error message to the clipboard, even though it hasn't (or if it did, maybe it isn't the X clipboard?).
The mod option handling shouldn't have changed in antipodes. Could you post your fs2_open.log file, maybe the launcher didn't add the quotes around the mod with spaces.

The clipboard is implemented by calling a SDL function so we can't influence that. When I have the time I'll step through the code to check if the function is actually called but other than that there isn't much we can do about it.

I'm really liking the new SDL2 integration into FSO. The mouse is much smoother, I can use the CapsLock key to toggle glide mode, and I'm able to move the mouse around during loading screens and other time-consuming procedures. It seems that the mouse input is now asynchronous.
The whole input handling should be much better. The mouse capture behavior was changed and should now behave the same on Windows and Linux. Now you're not locked out of using your computer if you run FSO. Previously FSO didn't want to let go of the mouse which caused quite a few problems...

 

Offline Talon 1024

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Re: Antipodes 9 - SDL Everywhere
It seems I'm only able to get an fs2_open.log file if I hit "Continue". And if I do, here's what I get:
Code: [Select]
  Initializing SDL...
FreeSpace 2 Open version: 3.7.3
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -fb_explosions
  -brief_lighting
  -enable_shadows
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Shadow,zoom
Building file index...
Found root pack '/home/kevinc/Games/FSO/Freespace 2/multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack '/home/kevinc/Games/FSO/Freespace 2/multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack '/home/kevinc/Games/FSO/Freespace 2/Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack '/home/kevinc/Games/FSO/Freespace 2/smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack '/home/kevinc/Games/FSO/Freespace 2/sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack '/home/kevinc/Games/FSO/Freespace 2/sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack '/home/kevinc/Games/FSO/Freespace 2/stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack '/home/kevinc/Games/FSO/Freespace 2/tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack '/home/kevinc/Games/FSO/Freespace 2/tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack '/home/kevinc/Games/FSO/Freespace 2/tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack '/home/kevinc/Games/FSO/Freespace 2/warble_fs2.vp' with a checksum of 0xd85c305d
Searching root '/home/kevinc/.fs2_open/' ... 2 files
Searching root '/home/kevinc/Games/FSO/Freespace 2/' ... 23 files
Searching root pack '/home/kevinc/Games/FSO/Freespace 2/multi-mission-pack.vp' ... 110 files
Searching root pack '/home/kevinc/Games/FSO/Freespace 2/multi-voice-pack.vp' ... 307 files
Searching root pack '/home/kevinc/Games/FSO/Freespace 2/Root_fs2.vp' ... 157 files
Searching root pack '/home/kevinc/Games/FSO/Freespace 2/smarty_fs2.vp' ... 10 files
Searching root pack '/home/kevinc/Games/FSO/Freespace 2/sparky_fs2.vp' ... 3027 files
Searching root pack '/home/kevinc/Games/FSO/Freespace 2/sparky_hi_fs2.vp' ... 1337 files
Searching root pack '/home/kevinc/Games/FSO/Freespace 2/stu_fs2.vp' ... 2355 files
Searching root pack '/home/kevinc/Games/FSO/Freespace 2/tango1_fs2.vp' ... 32 files
Searching root pack '/home/kevinc/Games/FSO/Freespace 2/tango2_fs2.vp' ... 15 files
Searching root pack '/home/kevinc/Games/FSO/Freespace 2/tango3_fs2.vp' ... 10 files
Searching root pack '/home/kevinc/Games/FSO/Freespace 2/warble_fs2.vp' ... 52 files
Found 13 roots and 7437 files.
os_config_read_string(): section = "Default", name = "Language", default value: "NULL"
AutoLang: Language auto-detection successful...
Setting language to English
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
os_config_read_string(): section = "Sound", name = "PlaybackDevice", default value: "NULL"
os_config_read_string(): section = "Sound", name = "CaptureDevice", default value: "NULL"
  Available Playback Devices:
    Built-in Audio Analog Stereo  *preferred*
    GM204 High Definition Audio Controller Digital Stereo (HDMI)

  Available Capture Devices:
    Built-in Audio Analog Stereo  *default*
    Monitor of GM204 High Definition Audio Controller Digital Stereo (HDMI)
    Monitor of Built-in Audio Analog Stereo

  OpenAL Vendor     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.16.0

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".
Enhanced sound is enabled.

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 4
  Playback device: Built-in Audio Analog Stereo
  Capture device: Built-in Audio Analog Stereo
... OpenAL successfully initialized!
Failed to init speech
os_config_read_string(): section = "Default", name = "VideocardFs2open", default value: "NULL"
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
  Initializing SDL video...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTX 970/PCIe/SSE2
  OpenGL Version   : 4.5.0 NVIDIA 352.63

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Using extension "GL_EXT_framebuffer_blit".
  Using extension "GL_EXT_geometry_shader4".
  Using extension "GL_EXT_texture_array".
  Using extension "GL_ARB_uniform_buffer_object".
  Found extension "GL_EXT_transform_feedback", but can't find the required function "glBeginTransformFeedbackEXT()".  Extension will be disabled!
  Using extension "GL_ARB_draw_instanced".
  Using extension "GL_ARB_texture_buffer_object".
  Found special extension function "glXSwapIntervalSGI".

os_config_read_string(): section = "Default", name = "OGL_AnisotropicFilter", default value: "1.0"
Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
Shader Variant Features:
Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
   Loading built-in default shader for: effect-screen-g.sdr
Shader Variant Features:
Geometry shader point-based particles
Compiling new shader:
Distortion Effects
   Loading built-in default shader for: effect-distort-v.sdr
   Loading built-in default shader for: effect-distort-f.sdr
Shader Variant Features:
Compiling new shader:
Deferred Lighting
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr
Shader Variant Features:
Compiling new shader:
Clear Deferred Lighting Buffer
   Loading built-in default shader for: deferred-clear-v.sdr
   Loading built-in default shader for: deferred-clear-f.sdr
Shader Variant Features:

Compiling new shader:
Post Processing
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
Shader Variant Features:
Compiling new shader:
Bloom Brightpass
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
Shader Variant Features:
Compiling new shader:
Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
Shader Variant Features:
Horizontal blur pass
Compiling new shader:
Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
Shader Variant Features:
Vertical blur pass
Compiling new shader:
FXAA
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
Shader Variant Features:
Compiling new shader:
FXAA Prepass
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
Shader Variant Features:
  Max texture units: 4 (32)
  Max client texture states: 4 (8)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.50 NVIDIA
... OpenGL init is complete!
Size of bitmap info = 927 KB
Size of bitmap extra info = 56 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
ANI cursorweb.ani with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
os_config_read_string(): section = "Default", name = "GammaD3D", default value: "1.0"
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error message = Failed to open file.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
os_config_read_string(): section = "PXO", name = "Login", default value: "NULL"
Error reading in PXO login data
os_config_read_string(): section = "PXO", name = "Password", default value: "NULL"
Error reading PXO password
os_config_read_string(): section = "PXO", name = "SquadName", default value: "NULL"
Error reading in PXO squad name
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error message = Failed to open file.
Dutifully converting retail sound 36, 'l_hit.wav' to a 3D sound...
Dutifully converting retail sound 37, 'm_hit.wav' to a 3D sound...
os_config_read_string(): section = "Default", name = "ConnectionSpeed", default value: "Fast"
Initializing Joystick...
  No joysticks found
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error message = Failed to open file.
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.2% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TABLES => Starting parse of 'ssm.tbl'...
ANI cursor with size 24x24 (25.0% wasted)
ANI cursor.ani with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 298
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
os_config_read_string(): section = "Default", name = "LastPlayer", default value: "NULL"
PLR => Loading 'Talon_BP.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'Talon_WCAG.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Talon_Derelict.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Talon_GR.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Talon_cs.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Talon_BP.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Talon_Diaspora.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Talon.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Freeing all existing models...
... Log closed, Mon Jan 18 08:44:02 2016

"Shadow" should be "Shadow Genesis" in addition to the 1.1 patch and the MediaVPs. It should be noted that spaces in a command line must be escaped or surrounded with single or double quotes on Unix-like platforms.

Here's the command line, according to wxLauncher:
Code: [Select]
/home/kevinc/Games/FSO/Freespace
2/fs2_open_antipodes_d2c8943_20151213_DEBUG -mod Shadow Genesis
1.1,Shadow Genesis,MediaVPs_2014 -missile_lighting -3dshockwave
-post_process -soft_particles -fxaa -fb_explosions -enable_shadows
-dualscanlines -targetinfo -rearm_timer -ballistic_gauge -ship_choice_3d
-weapon_choice_3d -3dwarp -warp_flash -snd_preload -brief_lighting
-ambient_factor 75 -spec_exp 11 -spec_point 0.6 -spec_static 0.8 -spec_tube 0.4
-ogl_spec 60 -mod zoom
To understand religion, you need to understand morality first. | WCSaga website | WCSaga Forum | 158th website | 158th forum | Project Leader: WC: Hostile Frontier | WCHF Thread at CIC | Wing Blender | Twist of Fate | Multipart turrets on angled surfaces, tutorial included. | My Google Drive stuff | To convert speeds from WC to WCS, multiply both the cruise speed and the Afterburner speed by 0.15625 (5/32)

FS2 Mods I'm waiting on: Inferno 10th Anniversary
Current Project: Contestant Android app, Learn4Life iOS app, Blender Commander (importer).
The FreeSpace Font Foundry is back in action!

 

Offline m!m

  • 211
Re: Antipodes 9 - SDL Everywhere
Which wxLauncher version are you using?

The current version of FSO handles spaces in the mod arguments differently than the antipodes version but I'm pretty sure that the current version of wxLauncher surrounds mod names with spaces with quotes.

 

Offline Talon 1024

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Re: Antipodes 9 - SDL Everywhere
I'm using wxLauncher v0.10.1. This is the commit that my wxLauncher build is compiled from.
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Offline m!m

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Re: Antipodes 9 - SDL Everywhere
I was wrong, wxLauncher doesn't surround mods with quotes. I opened a PR which adds that feature: https://github.com/scp-fs2open/wxLauncher/pull/132

 

Offline Bryan See

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Re: Antipodes 9 - SDL Everywhere
The PR still open, and yet to be commited into the main git branch, I presume. Or isn't it?
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Offline m!m

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Re: Antipodes 9 - SDL Everywhere
No, the changes have not been merged yet.

 

Offline Yarn

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Re: Antipodes 9 - SDL Everywhere
In this thread, it was discovered that Visual Studio Community 2015 Update 2 removed the speech API (or at least removed support for the gc command), preventing FSO from compiling; this PR was needed to fix it. For the sake of those wanting to compile the Antipodes branch with the latest version of Visual Studio, could the changes in that PR be applied to the Antipodes branch as well?
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