Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Goober5000 on April 07, 2003, 08:12:33 pm

Title: Unofficial 3.5.3 release
Post by: Goober5000 on April 07, 2003, 08:12:33 pm
Since I've seen dozens of posts all over the place wondering about this or that bug in the released 3.5 and 3.5.1 versions, not to mention whether a specific feature has been implemented yet, I thought it's high time for an unofficial release.

Due to the DX8 merge and lots of features being added, 3.5 and 3.5.1 both had "issues".  Some of the bugs have been fixed, some haven't.  Rather than waste time in every thread that sprouts up, I think it'd be a good idea to direct all discussion about versions and bugs here.

Without further ado, here are the latest builds as of 4/7/2003...
fs2_open_3_5_3_unofficial (http://fs2source.warpcore.org/exes/fs2_open_3_5_3_unofficial.exe)
fred2_open_3_5_3_unofficial (http://fs2source.warpcore.org/exes/fred2_open_3_5_3_unofficial.exe)


EDIT: These links are all dead. :(  A new Windows build has been uploaded at http://scp.indiegames.us/builds/WIN/fs2_open_3_5_3.zip

Reason for the numbering scheme: it looks like someone uploaded a version 3.5.2 to the EXE folder on 4/4 but never posted anything about it.  Rather than disrupt a point of reference, I'm calling this version 3.5.3. :nod:

The readme (a work in progress) is available here...
http://fs2source.warpcore.org/readme/ (http://fs2source.warpcore.org/readme/)

Old 3.5.1 thread (http://www.hard-light.net/forums/index.php?topic=13809.0)
Old 3.5 thread (http://www.hard-light.net/forums/index.php?topic=13601.0)
Title: Unofficial 3.5.3 release
Post by: Goober5000 on April 07, 2003, 08:21:35 pm
Short list of bugs and bugfixes...

Due to some bug with the launcher, I can't get FS2 to run in anything but hi-res mode.  Others, however, haven't had this problem.  This is being looked into.

FS2 crashed pretty frequently in version 3.5.  The crashes seem to have lessened since then, but the cause hasn't been pinpointed.

Texture replacement has worked in FS2 since 3.5, and it should now also work in FRED2.  I think all the bugs with the texture selection dialog have been worked out.  Don't expect the replacement textures to show up in FRED2, though, because they won't - you'll have to load the game for that.

All the sexps on the sexp thread main page (as of 4/7/2003) have been implemented.

A slider bar has been added to the mission selection screen, and the missions now reach to the bottom of the window in hi-res mode.

Scroll buttons have been added to the command briefing. :nod: You'll need the graphics here (http://fs2source.warpcore.org/mediavps/cb_scroll.zip) if you want them to show up, however.  Unzip them into the interface folder.

The weapons bank bug has been fixed. (Not sure if this was in 3.5.1, but listing it just in case.)

I think that's it.  Anyone with other info, please post it here.
Title: Unofficial 3.5.3 release
Post by: Bobboau on April 07, 2003, 08:23:10 pm
who added the slider bar and buttons?
Title: Unofficial 3.5.3 release
Post by: Goober5000 on April 07, 2003, 08:26:25 pm
C'est moi. :nod:
Title: Unofficial 3.5.3 release
Post by: Bobboau on April 07, 2003, 08:35:05 pm
you did?
how, I've tryed adding things to the weapons loadout screen but it does not seem as if it was designed to be expandable
Title: Unofficial 3.5.3 release
Post by: Goober5000 on April 07, 2003, 08:41:30 pm
Actually, it's quite easy.  Figuring it out in the first place was tough, though. ;)

Find the #define's that list all the buttons - there'll be a list from 0 to whatever.  Add a new #define and create a new button accordingly.  Add the appropriate interface art reference to the filename array (minus the 0001 for highlighted and 0002 for depressed).  Find the mask of the selection screen - the dark area with white all over it.  Create a mask in the area you want the button to be, using the value (255 - [your define value]) as the R, G, and B values for the area.

That's it in a nutshell.  Check out readyroom.cpp to see how I did the command brief buttons.
Title: Unofficial 3.5.3 release
Post by: Inquisitor on April 07, 2003, 09:16:22 pm
Beat me to it, you dog :)

BTW, if you just bug me on IM, you can make these official, I think you have earned the right.

I couldn't get access to CVS from where I was this weekend.

Thanks :)
Title: Unofficial 3.5.3 release
Post by: Goober5000 on April 07, 2003, 09:22:09 pm
Okeydokey then.  Cool. :)

Could you sticky this, then? :drevil:
Title: Unofficial 3.5.3 release
Post by: CP5670 on April 07, 2003, 11:57:17 pm
I noticed a new option in the mission properties window in the editor, the "support ships repair hull" one. How exactly does this work? Does the support ship repair ships all the way back to full strength or only partial strength? I think this feature would work very nicely for my campaign but would like to limit the repair level to 60% or so (i.e. support repairs ships only up to that percentage); is this possible?

Quote
Scroll buttons have been added to the command briefing.  You'll need the graphics here if you want them to show up, however. Unzip them into the interface folder.


Awesome; now I don't have to worry about making these too long anymore. :yes:

By the way, I added in two small bugs in FRED2 that have been there since the beginning into the Bugzilla thing; they should be pretty easy to address and fix.

[edit] hmm, I think we have a problem here. I just loaded up the game and the glow maps are not showing up; the game looks like the original 1.2 version used to. I tried various combinations of the D3D8 settings asked for at startup but nothing seemed to work.

Also, the game now seems to create a text log every time it is started; is there some way to disable this?
Title: Unofficial 3.5.3 release
Post by: vyper on April 08, 2003, 06:29:29 am
Quote
Originally posted by CP5670

Also, the game now seems to create a text log every time it is started; is there some way to disable this?


I love the smell of debug builds at lunchtime!
Title: Unofficial 3.5.3 release
Post by: Bobboau on April 08, 2003, 06:57:21 am
if DX8 has been merged I will need to re work glow mapping, but fortunately I know exactly what I need to do, and it should make rendering quite fast

in fact I am going to try and see if I can't get it to work before I leave for work

hmm... I'm going to have to make a fairly minor change to a farly large amount of code, I have to add an int the the texture cacheing code for texture stage, I remember messing around with this type of code before and I remember it not likeing being changed with the fourty seven billion layers of indirection and defines

eh, hell with that, I'll just hack it in with a global

um... were is all the rest of the code?
none of the glow map loading code is there nothing in any of the poly model structs, I hope this isn't a revert back to a few months ago.
*goes to see if beam code is still safe*
...it's not there :wtf:
all code changes for the last... (guessing)six months... are gone
am I going to have to copy over all my changes by hand?
I don't think I can remember all the little things that have been done

I'm getting a bunch of linker errors, bizar linker errors saying that it can't find stuff that it should (in places that it shouldn't care about often), dbugfile_print_counter in GrD3D.obj, Cmdline_mod in CfileSystem.obj
:wtf:

maybe I checked out the wrong revision :nervous:
lets hope so.
Title: Unofficial 3.5.3 release
Post by: Inquisitor on April 08, 2003, 08:28:29 am
That's what I meant by "Check your code to make sure your features are still there." when we did the merge.

The code is still in CVS, we just have to grab it by date and merge it in, unfrotunately, that is a time consuming process.

Wish you had mentioned this 2 weeks ago :(
Title: Unofficial 3.5.3 release
Post by: Bobboau on April 08, 2003, 09:03:10 am
well I was waiting for an offical 3.5.1 to be let out, bugless...
it never seemed to happen,
this is going to take for fric'n ever
Title: Unofficial 3.5.3 release
Post by: CP5670 on April 08, 2003, 01:26:48 pm
I'm going to go back to 3.51 for now; this one seems to have some issues... (the new fred2 looks good though)

What happened anyway? :confused:
Title: Unofficial 3.5.3 release
Post by: Inquisitor on April 08, 2003, 02:22:45 pm
All of the code is in CVS.

It's not lost, it's just not in the build that Goober put up, or so it would appear, which means that it's not in the DX8 merge. But it's still there.

Let's get together and actually plan it this time, shall we? My fault as much as anyone, but we need to work together and figure out the best way, and who is best equipped to resolve it ;)

Who did it is not important, how to fix it is, lets keep that in sight and things will resolve.

Oh, and there is no such thing as a "bugless" build ;)

Just a gentle reminder, we are in development, things will happen. We have a solid infrastructure and smart people, we can overcome most things.

Bob: Your schedule is the most restrictive, when can you be available for a jam session?
Title: Unofficial 3.5.3 release
Post by: CP5670 on April 08, 2003, 02:25:46 pm
uhoh, noticed more errors that I had not seen in the last version. First thing is a graphics bug; you can see turret submodels right through the ships: (I am facing a sun so that it can be seen more easily)

(http://www.3dap.com/hlp/hosted/procyon/misc/screen00.jpg)

The second one is more major. I have a mission where two of my AI wingmen occasionally crash into each other when going to a waypoint, but when the collision occurs they just disappear! I can neither see them anywhere in the mission nor target them, but I can give them orders (to which they do respond) and they show up on the wingmen hud indicator. It only seems to occur with some ships though. This might have something to do with the increased collision damage.

Lastly, it seems that all of menu loading sequences are much slower than they were in 3.51, especially the mission loading time, which has been more than doubled.
Title: Unofficial 3.5.3 release
Post by: Inquisitor on April 08, 2003, 02:31:26 pm
CP: can you tell us in bugzilla some specifics about your hardware and what mode you are running in (yes, you can also tell us here, too)? Open GL or Dx8? Is your system running DX8 or 9?

calling this 3.5.3 is probably a misnomer because of the DX8 stuff, that was a pretty major thing, but, I wanted to reserve 3.6 for the multiplayer stuff, and it would be nice to have the next full point release be a wee bit more stable :)
Title: Unofficial 3.5.3 release
Post by: Rampage on April 08, 2003, 05:33:30 pm
It looks like that 3.5.3 is STILL very scary.  I'll just wait for 3.6.  Please don't release it until everything (almost) has been fixed.

Also, I can't run the setup program because my videocard stinks.  Can you post a ZIP file for the release?  (You can't ostracize someone because of his videocard!)
Title: Unofficial 3.5.3 release
Post by: Goober5000 on April 09, 2003, 02:14:44 am
Well fred2_open_3_5_3 has none of these problems.  It does, however, have a whole lot of bugs fixed.

Not all the sexps will work in earlier fs2_open versions, but I would highly recommend using fred2_open_3_5_3 for any SCP Fred work you need to do. :)
Title: Unofficial 3.5.3 release
Post by: CptWhite on April 09, 2003, 06:03:09 am
/me thinks you should just concentrate on bug fixing for the next couple of months at least ;)

Olympus (TBP) is still crashing.  I'm going to recompile this eventually and see what happens (but I'm not expecting it to fix the problem to be honest).  Has not worked since version 3.4

I'd love to provide a bugzilla report on it but I've no idea how to use the program, could anyone give me a run down?  I can't even find the exe to start it !
Title: Unofficial 3.5.3 release
Post by: Rampage on April 09, 2003, 07:48:43 am
A ZIP file version of the release would be helpful, for I have a poopy videocard that doesn't support DX8.
Title: Unofficial 3.5.3 release
Post by: Inquisitor on April 09, 2003, 08:02:18 am
Cpt: Bugzilla is web based, link in sig...

Rampage: Well, since we took out DX5, you might be stuck with 3.4...
Title: Unofficial 3.5.3 release
Post by: CP5670 on April 09, 2003, 02:43:17 pm
I think I found the source of that collision issue I mentioned earlier. It seemed to occur only with ships that had bad (zero) mass values set in their pof files and ceased to be a problem when I corrected those.

Quote
CP: can you tell us in bugzilla some specifics about your hardware and what mode you are running in (yes, you can also tell us here, too)? Open GL or Dx8? Is your system running DX8 or 9?

This is what I am using at the moment:

Athlon (TB) 1400mhz running at 1475mhz
A7M266E AMD-761 ata/100 raid motherboard
512mb 266mhz ddr ram
Geforce3 (standard) running at 250/575mhz
two
SBLive x-gamer soundcard
Windows ME 4.1 with DirectX 8.1a

The game is running on Direct3D, 2x antialiasing (forced in the control panel) and EAX. The D3DUseLargeTextures, D3DTextureOrigin and D3DPreloadTextures flags in the registry have been set to 1 and D3D8_AAType is at 1. All of the ingame graphics settings are at five (max) except for the nebula detail, which is at four. Lots of game modifications are present as well (tables, models, effects, etc.), but I have not encountered any problem yet that appears to be related to those.

Also, I noticed that the text looks very slightly different in 3.53 than it did in previous versions, but in this case it is better than it used to be. As I mentioned earlier I use AA in FS2, which causes the menus and text to look blurry but the game to look better, but this time the text seemed to look a bit sharper and brighter than what I am used to. :yes:
Title: Unofficial 3.5.3 release
Post by: Rampage on April 09, 2003, 05:21:39 pm
Quote
Originally posted by Inquisitor
Rampage: Well, since we took out DX5, you might be stuck with 3.4...


Thank you for telling me that my Freespace 2 career is over.  I had a good run. :sigh:

[Runs away, shrieking, waking wife and children]

Anyway, can you still post a standalone EXE of the newest version?  For me?

Last test: DX8-Direct3D works on NVidia RIVA 128, my video card.  DX9 does not.

Belay that request.  I made a stupid mistake in that I forgot to copy the files into my Freespace 2 folder.  Please throw tomatoes at me for this stupid mistake.
Title: Unofficial 3.5.3 release
Post by: Goober5000 on April 09, 2003, 05:36:46 pm
*throws a tomato at Rampage*

Food fight! :D
Title: Unofficial 3.5.3 release
Post by: Inquisitor on April 09, 2003, 10:28:36 pm
;)

DX9 will not be required :)
Title: Unofficial 3.5.3 release
Post by: Petrarch of the VBB on April 10, 2003, 04:55:58 am
Does this build have those play-music and play-sound SEXPs? I can't find them in FRED.
Title: Unofficial 3.5.3 release
Post by: Grey Wolf on April 12, 2003, 12:18:01 am
Does this version fix the bug I had with Fred2 crashing when I selected the team loadout screen?
Title: Unofficial 3.5.3 release
Post by: Goober5000 on April 12, 2003, 12:22:00 am
Yes and yes.
Title: Unofficial 3.5.3 release
Post by: Petrarch of the VBB on April 12, 2003, 01:36:08 pm
Well where are they? I've looked through all the SEXP menus and I'm damned if I can find them.
Title: Unofficial 3.5.3 release
Post by: Goober5000 on April 12, 2003, 01:57:56 pm
Change menu, Music and Sound subcategory.

EDIT: You're right - that subcategory doesn't show up.  I'll have to fix it.
Title: Unofficial 3.5.3 release
Post by: Petrarch of the VBB on April 12, 2003, 02:01:47 pm
I love it when I'm right.;)

When can we expect this fix0red version, O noble coder of the SEXP?
Title: Unofficial 3.5.3 release
Post by: Goober5000 on April 12, 2003, 02:07:35 pm
Re-uploaded. :) Download from the same link.
Title: Unofficial 3.5.3 release
Post by: Bobboau on April 12, 2003, 08:15:16 pm
I think I have nearly merged most of my code back, but for some reason my code.dsp seems to be fubared, I am getting the link errors saying that it can't resolve "void __cdecl gr_opengl_init(void)" and "void __cdecl gr_opengl_cleanup(void)"
there were five others becase the code project was missing the ddsutils folder and now I only see one OGL (I seem to remember there being 2 of them before, one being something like grogl32 or something)
could someone post a working code.dsp to see if that is my problem

never mind I just did a fresh checkout and the thing isn't working,
what re all the preprocesor defs I need for DX8 and OGL, maybe they aren't set right

code.dsp is srewed up

I got it to compile but I had to medle with the OGL code, I don't think I broke anything but I quite easily and likely could have

mkay, it runs but everything is whited out, like realy realy realy brighter than it is suposed to be, anyone know why this would be?
also file loading seems to be realy realy realy bad, as in longer than it should be, and I get an odd green screen when starting up

interesting... when I try to take screen shots of the white out effect the shots don't show the problem they all look the way they are suposed to

I've gotten glowmapping to work useing texture stages
Title: Unofficial 3.5.3 release
Post by: Bobboau on April 12, 2003, 11:50:23 pm
I'm compileing a relese build, I'll upload it when done, check to see if you're stuff still works I tried some jiggy stuff to get everything in, also check to make sure any bug fixes you have med in the last month or so is still working in the build I am going to upload
Title: Unofficial 3.5.3 release
Post by: Bobboau on April 13, 2003, 12:06:39 am
here (http://freespace.volitionwatch.com/blackwater/fs2_open.zip)
Title: Unofficial 3.5.3 release
Post by: Amon_Re on April 13, 2003, 06:43:19 am
Ingame graphics look sweet, no visable corruption during flight, however, briefing was unusable, text showed up as green bars, nothing was readable (i suppose i miss something/some file here)

During flight however, it was sweet, no glitches, no problems with the brightness or gamma (this is in 640*480*16).

However, it did crap out on me with an access violation.

"fs2_open caused an Access Violation in module fs2_open.exe at 001b:00490d4b.
Exception handler called in Freespace 2 Main Thread.
Error occurred at 4/13/2003 13:42:32.
C:\Program Files\fs2\FS2\fs2_open.exe, run by ochal.
1 processor(s), type 586.
128 MBytes physical memory.
Read from location 00000020 caused an access violation."

I still got the logfile, if needed, but seeing that this isn't an official build i won't file a bug yet.

Any idea's on why this one works & both 3.5.1 & 3.5.3 would die on launch on my system? Did you do any changes in the init code?

Ok, scratch that, i figured out what's wrong, seems my FS2 install is rather messed up, i reinstalled & both your copy & 351 work now, however, my drive's making awfully arkward sounds when reading my CD so i think it's time i back it up :)

I'll keep you guys informed

Cheers,
Title: Unofficial 3.5.3 release
Post by: Amon_Re on April 13, 2003, 07:51:46 am
Ok, i'm screwed, seems my FS2 CD is smacked up, if anyone knows where i can buy me a new copy in Belgium, drop me a mail plz

Cheers
Title: Unofficial 3.5.3 release
Post by: kasperl on April 13, 2003, 09:35:38 am
FS2 anywhere in Europe, World Peace, Frozen Hell, Money growing from Trees, anything else?

edit: you can download it legally from HOTU, here:

http://www.the-underdogs.org/game.php?id=4150
Title: Unofficial 3.5.3 release
Post by: kasperl on April 13, 2003, 09:37:45 am
whoops, pressed quote instead of edit, srry.
Title: Unofficial 3.5.3 release
Post by: Amon_Re on April 13, 2003, 09:39:51 am
OMFG! I think i just wet my pants! Woohoo! ;)
Title: Unofficial 3.5.3 release
Post by: CP5670 on April 13, 2003, 11:28:39 am
Bobboau: That release seems to be much better than the original 3.53, as the glow maps are working fine and the loading times are back at what they used to be. :yes: However, as with Amon I am getting some weird graphical artifacts around the text; I get a little bit of that normally due to the antialiasing, but they are much more prominent than they used to be.
Title: Unofficial 3.5.3 release
Post by: Bobboau on April 13, 2003, 11:51:40 am
well what I did was I replaced every file in a CVS checkout with the most recent versions from before the DX8 merge, exept for the graphics and directx folders then I did an update, with the update the code.dsp got corupted and I had to fenagle with it and alter a few files to get it to compile,
can anyone test to see if the OGL code still works,
I havn't been getting anything with text, see if you can get a screen shot of it.
now does anyone have any clue as to my problem with things being way way to bright, an interesting note things that are normaly very dark or black are still black but less dark things seem to be twice as brigth as they should be

and what are the reports on performence, to me it seems to be slightly slower but more regular (as in I get nearly the same frame rate with nothing on the screen as I do with ten fighters)
Title: Unofficial 3.5.3 release
Post by: Inquisitor on April 13, 2003, 12:20:22 pm
So you remerged everything?

Go ahead and commit if so please :)
Title: Unofficial 3.5.3 release
Post by: Bobboau on April 13, 2003, 12:24:29 pm
ok, but I had to change a buch of things,
hope I didn't break anything
Title: Unofficial 3.5.3 release
Post by: Inquisitor on April 13, 2003, 01:04:57 pm
Well, that is the beauty of CVS, we can always roll back and try again.

Does it compile with the DX 8 stuff intact?

Doesn't look like anyone has done anythign in the last 24 hours, so, if yours is older, try updating, compiling, testing and committing :)
Title: Unofficial 3.5.3 release
Post by: Bobboau on April 13, 2003, 01:10:19 pm
just tryed, it says something about directx sticky tags and won't commit
Title: Unofficial 3.5.3 release
Post by: Inquisitor on April 13, 2003, 02:29:41 pm
Did you check out the directx branch??

This kind of thing really has to be a conversation, and I am about to get on an airplane for Toronto, will you be around on an IM client of some sort later? Not sure my hotel will allow me to get to IRC, but someone has to work thru this in real time with you.
Title: Unofficial 3.5.3 release
Post by: Bobboau on April 13, 2003, 03:00:05 pm
I have ICQ I can use
Title: Unofficial 3.5.3 release
Post by: Bobboau on April 13, 2003, 03:09:37 pm
does the DX8 code use 16 bit color or does it always just do 32 bit
Title: Unofficial 3.5.3 release
Post by: IceFire on April 13, 2003, 04:28:15 pm
Is anyone still investigating the double press of the 'Y' button causes crash to desktop bug that I submitted a few weeks ago?  Its still present in 3_5_3_unofficial.

DX8 seems to be working better than previously.  Only a minor slowdown on occasion from retail FS2...and sometimes faster for me.
Title: Unofficial 3.5.3 release
Post by: Bobboau on April 13, 2003, 10:35:52 pm
I'm going to try and rip some of my stuff from Aurora and de-objectify it somewhat so we can try out vertex buffers, I backed up what I had just before trying the CVS upload so if it does not go well I can always just quit and go back to doing useful things
Title: Unofficial 3.5.3 release
Post by: Goober5000 on April 13, 2003, 10:57:07 pm
:shaking: No new code, remember?  Let's get the current bugs worked out first. :)
Title: Unofficial 3.5.3 release
Post by: Bobboau on April 13, 2003, 11:16:39 pm
well I wasn't planing on comiting it any time soon, and just as I get near the end of the code for generating vertex buffers I realize that I would need to make a major overhaul of the lighting code to truely take advantage of it :/
oh well..
Title: Unofficial 3.5.3 release
Post by: redmenace on April 13, 2003, 11:32:13 pm
any luck so far with the crashes to the desktop?
Title: Unofficial 3.5.3 release
Post by: IceFire on April 14, 2003, 07:34:50 am
Quote
Originally posted by redmenace
any luck so far with the crashes to the desktop?

Can anyone even confirm that they exist on more than my machine (I Highly suspect they do but lets try and map out why it happens).

This only started in 3.5.x....
Title: Unofficial 3.5.3 release
Post by: Goober5000 on April 14, 2003, 08:56:57 am
I thought the CTDs started in 3.5.  Then when DX8 was merged in 3.5.1 they lessened a bit.  If we could find out what was committed around the time the CTDs started, we would have an easier time of it.  And there's Inquisitor's $20 as an incentive, too. ;)
Title: Unofficial 3.5.3 release
Post by: Kazan on April 14, 2003, 11:25:15 am
have you fixed the crash-after-attemping-to-load-model named "" (null string)
have you fixed fred 3.5.X working with mods?
Title: Unofficial 3.5.3 release
Post by: CP5670 on April 14, 2003, 11:28:56 am
I got those CTDs a couple of times too, but they were related to specific bugs in my mods and were not just random (and other versions of the game would probably also do the same).

Quote
I havn't been getting anything with text, see if you can get a screen shot of it.
now does anyone have any clue as to my problem with things being way way to bright, an interesting note things that are normaly very dark or black are still black but less dark things seem to be twice as brigth as they should be


I am getting the same issue as you with the screenshots; the text looks all weird in the game, but it comes out perfectly fine in the screenshots. :wtf: Probably has something to do with antialiasing, which only shows up in the real-time rendering.

As for the brightness thing, I didn't really notice anything like that in the game. Or at least I couldn't tell the difference from what it used to be.
Title: Unofficial 3.5.3 release
Post by: Goober5000 on April 14, 2003, 11:32:50 am
Quote
Originally posted by Kazan
have you fixed the crash-after-attemping-to-load-model named "" (null string)


When and how exactly does that show up?

Quote
have you fixed fred 3.5.X working with mods?


Eh?  Works fine for me.
Title: Unofficial 3.5.3 release
Post by: Kazan on April 14, 2003, 12:37:20 pm
the model loading bug is unpredictable, appears to be possibly some memory getting sploodged on -- someone walked off the end of an array most likely
Title: Unofficial 3.5.3 release
Post by: CP5670 on April 14, 2003, 01:22:16 pm
By the way, I did not see the command briefing slider in this version; was that removed or something?
Title: Unofficial 3.5.3 release
Post by: Goober5000 on April 14, 2003, 01:56:33 pm
You need to have the latest media VP to see it.

...

gah - WMCoolmon hasn't uploaded it yet.  Yell at him for me, would you? ;)
Title: Unofficial 3.5.3 release
Post by: Petrarch of the VBB on April 14, 2003, 02:04:34 pm
I am afraid that I am going to have to request a view-from-ship SEXP again. The ship-look-at and set-ship-pos just aren't enough. Sorry.

You see I am going to need first person views from non-player ships, or camera work in in-engine cutscenes will be very limited.
Title: Unofficial 3.5.3 release
Post by: CP5670 on April 14, 2003, 02:09:48 pm
Quote
You need to have the latest media VP to see it.

...

gah - WMCoolmon hasn't uploaded it yet.  Yell at him for me, would you? ;)


:D lol, but I actually do have the graphics files for that. They are not in a vp though, just placed in the interface folder; does that have anything to do with it?
Title: Unofficial 3.5.3 release
Post by: Kazan on April 14, 2003, 02:26:14 pm
Quote
Originally posted by Petrarch of the VBB
I am afraid that I am going to have to request a view-from-ship SEXP again. The ship-look-at and set-ship-pos just aren't enough. Sorry.

You see I am going to need first person views from non-player ships, or camera work in in-engine cutscenes will be very limited.


how about view-from-object - so you can have a "camera" ship class that is compromised entirely of a box with the "invisible" texture! that would be rather nice

Code: [Select]

when
|-true
|
|-lock-player-ship
|-disable-hud
|+view-from-object
|  |-"Ship Object"
|+object-look-at
   |-"Ship Object"
   |-"Target Point" ; ship, waypoint, etc
Title: Unofficial 3.5.3 release
Post by: Petrarch of the VBB on April 14, 2003, 02:29:55 pm
But what if I want the first-person view from an enemy fighter in battle? Or a bomber closing in on a destroyer?

There is already code for this, surely, as it can be done with the camera controls on the numpad, it's just a matter of maing it into a SEXP.
Title: Unofficial 3.5.3 release
Post by: Goober5000 on April 14, 2003, 05:54:24 pm
Quote
Originally posted by CP5670
:D lol, but I actually do have the graphics files for that. They are not in a vp though, just placed in the interface folder; does that have anything to do with it?


Eh, that's where they should be.  Make sure you have the following files (plus their 2_ counterparts) and they're all 256-color...
CBB_080001.pcx
CBB_080002.pcx
CBB_090001.pcx
CBB_090002.pcx
CommandBriefb.pcx
CommandBrief-Mb.pcx

Are you using 3.5.3 or Bobboau's EXE?  Maybe for some reason it wasn't merged into Bobboau's version.
Title: Unofficial 3.5.3 release
Post by: Kazan on April 14, 2003, 11:43:04 pm
Quote
Originally posted by Petrarch of the VBB
But what if I want the first-person view from an enemy fighter in battle? Or a bomber closing in on a destroyer?

There is already code for this, surely, as it can be done with the camera controls on the numpad, it's just a matter of maing it into a SEXP.


that's what view-from-object is for... a ship is an object
Title: Unofficial 3.5.3 release
Post by: WMCoolmon on April 14, 2003, 11:57:48 pm
:o http://fs2source.warpcore.org/mediavps/fs2_open353.zip
Title: Unofficial 3.5.3 release
Post by: Goober5000 on April 15, 2003, 12:17:47 am
Thanks. :)

(you may want to credit me in the readme for the command brief GUI stuff - although Sesq helped by touching them up :))
Title: Unofficial 3.5.3 release
Post by: IceFire on April 15, 2003, 08:00:54 am
Quote
Originally posted by Goober5000
I thought the CTDs started in 3.5.  Then when DX8 was merged in 3.5.1 they lessened a bit.  If we could find out what was committed around the time the CTDs started, we would have an easier time of it.  And there's Inquisitor's $20 as an incentive, too. ;)

Well probably...but I'm talking about the double keypress of the Y button and possibly other targeting controls that causes a crash.  Especially when the target is a piece of debris or an asteroid.  Crash to desktop.  I've submitted a bug....but I don't know if anyone else has looked at it....or even noticed.

Use Y alot during a battle and you'll see.
Title: Unofficial 3.5.3 release
Post by: CP5670 on April 15, 2003, 01:53:54 pm
Quote

Are you using 3.5.3 or Bobboau's EXE?  Maybe for some reason it wasn't merged into Bobboau's version.


I am running Bobboau's version, as it seems to have a lot of the problems in the "official" 3.53 ironed out. Are you guys still working on adding back all the features that were accidentally dropped in this version?

One thing I should mention is that every now and then, the mouse input in the menus seems to slow to a crawl and become extremely unresponsive. The ingame controls also suffer, but to a much lesser extent. This can only be fixed by restarting the game.

Also, the game seems to go somewhat slower in thick battles than it used to, although the speeds otherwise are about the same.
Title: Unofficial 3.5.3 release
Post by: Inquisitor on April 15, 2003, 02:16:26 pm
I noticed Ice :)
Title: Unofficial 3.5.3 release
Post by: SadisticSid on April 15, 2003, 04:08:44 pm
This version has exactly the same glitches as Bridge Commander on my system, for some reason. I think it's a problem with my system more than your additions, though.

Still, if anyone knows why I'm getting huge texture and polygon glitches, before a random, system-debilitating crash/freeze, I'd be grateful - all versions of my GeForce drivers that I've tested do nothing to help, or make the crash happen a lot sooner.
Title: Unofficial 3.5.3 release
Post by: Bobboau on April 16, 2003, 10:48:03 am
I beleve I figured out why I was haveing the whiteout problem, it has to do with my vidio drivers not likeing to have the color depth changed without a restart, so I guess I'll be playing in 32 bit, and that may explain why it is running slower than normal
(it seems that 16 bit is no longer suported)
Title: Unofficial 3.5.3 release
Post by: Goober5000 on April 16, 2003, 10:50:05 am
No?  Why not?
Title: Unofficial 3.5.3 release
Post by: Bobboau on April 16, 2003, 11:08:45 am
well it would seem that RT never implemented it, understandably, probly becase he never used 16 bit and was more concerned with other things
Title: Unofficial 3.5.3 release
Post by: Petrarch of the VBB on April 16, 2003, 01:54:09 pm
Quote
Originally posted by Kazan


that's what view-from-object is for... a ship is an object


Ok, ok, so I'm stupid. It can't be helped.
Title: Unofficial 3.5.3 release
Post by: IceFire on April 16, 2003, 02:21:16 pm
Quote
Originally posted by Bobboau
I beleve I figured out why I was haveing the whiteout problem, it has to do with my vidio drivers not likeing to have the color depth changed without a restart, so I guess I'll be playing in 32 bit, and that may explain why it is running slower than normal
(it seems that 16 bit is no longer suported)

So your saying that the DirectX8 version is running only in 32bit even when I select 1024x768 16bit in the list?
Title: Unofficial 3.5.3 release
Post by: Inquisitor on April 16, 2003, 02:26:25 pm
Lemme think how to verify that...
Title: Unofficial 3.5.3 release
Post by: Kazan on April 18, 2003, 10:40:15 am
Quote
Originally posted by SadisticSid
This version has exactly the same glitches as Bridge Commander on my system, for some reason. I think it's a problem with my system more than your additions, though.

Still, if anyone knows why I'm getting huge texture and polygon glitches, before a random, system-debilitating crash/freeze, I'd be grateful - all versions of my GeForce drivers that I've tested do nothing to help, or make the crash happen a lot sooner.


you're using a geforce card
Title: Unofficial 3.5.3 release
Post by: vyper on April 19, 2003, 03:06:49 pm
EDIT: neva mind!
Title: Unofficial 3.5.3 release
Post by: vyper on April 20, 2003, 05:58:45 am
Okay this is serious. Using Bob's exe, I can't get the waypoint manipulation sexps to be recognised.

Also, using the Unofficial 3.5.3 exe I apparently ran out of physical memory when using said sexps. (I have 192MB)

:nervous:
Title: Unofficial 3.5.3 release
Post by: Goober5000 on April 20, 2003, 08:51:21 am
Bobboau's EXE has his stuff but not the rest of it.  The 3.5.3 has the rest of it but not Bobboau's.  Take your pick. :doubt:

Not sure about the physical memory bit, as it's never happened to me.
Title: Unofficial 3.5.3 release
Post by: kasperl on April 20, 2003, 08:54:40 am
Quote
Originally posted by vyper
Also, using the Unofficial 3.5.3 exe I apparently ran out of physical memory when using said sexps. (I have 192MB)

:nervous:


the physical memory hapens to me too, both with FS2 and FS_OPEN (all versions). i also have 192MB, and it even happens when i ill everything excpet mcaffee, zonealarm and FS2.
Title: Unofficial 3.5.3 release
Post by: Sesquipedalian on April 27, 2003, 02:06:46 pm
Quote
Originally posted by WMCoolmon
:o http://fs2source.warpcore.org/mediavps/fs2_open353.zip
Hmm.  Let the record show that the included readme is incorrect.  I made the logo for the splash screen.  :)
Title: Unofficial 3.5.3 release
Post by: SadisticSid on April 28, 2003, 02:49:41 pm
Quote
Originally posted by Kazan


you're using a geforce card


Brilliant deduction.
Title: Unofficial 3.5.3 release
Post by: FreeTerran on April 28, 2003, 02:58:03 pm
I have a problem with fs2_open 3.5.3 :mad:

(http://freeterran.piranho.com/problem.jpg)

Why are strips over the screen ? The problem is only with fs2_open 3.5.3 with fs2_open 3.5.1 is all normal.

Can anyone help me ?
Title: Unofficial 3.5.3 release
Post by: phreak on April 28, 2003, 08:57:11 pm
i was running fs2_open debug mode and i may have found why some trails aren't working: the position of the trail is negative infinity.  the odder thing is that it hasn't been touched since last august
Title: Unofficial 3.5.3 release
Post by: Goober5000 on April 28, 2003, 09:05:51 pm
It might be one of those annoying bugs where something is changed, but for some reason it doesn't cause the bug until something else is changed - requiring bug-hunters to do quite a bit of backtracking.

Can you fix it?
Title: Unofficial 3.5.3 release
Post by: phreak on April 28, 2003, 09:08:12 pm
i'm looking into it.

i'm busy all day tomorrow so it may not get done till wednesday
Title: Unofficial 3.5.3 release
Post by: phreak on April 28, 2003, 09:16:31 pm
boom! figured it out.  its coming from the ab trails.

the last few debug lines says something along the lines of too many trails

ct_update_ABtrails() is the offending function
Title: Unofficial 3.5.3 release
Post by: FreeTerran on April 29, 2003, 01:18:55 pm
Have i only that problem with the strips ?
Title: Unofficial 3.5.3 release
Post by: Goober5000 on April 29, 2003, 02:19:26 pm
Quote
Originally posted by PhReAk
boom! figured it out.  its coming from the ab trails.

the last few debug lines says something along the lines of too many trails

ct_update_ABtrails() is the offending function


Cool!  That's great to hear.

Quote
Originally posted by Free Terran
Have i only that problem with the strips ?


You mean the grid lines?  I don't have that problem, if that's what you mean.  The lines actually look intentional on the part of the graphics editor, not like a bug.
Title: Unofficial 3.5.3 release
Post by: StratComm on April 29, 2003, 02:31:47 pm
Quote
Originally posted by Goober5000
You mean the grid lines?  I don't have that problem, if that's what you mean.  The lines actually look intentional on the part of the graphics editor, not like a bug.


I have to agree, they look intentional, but I am a bit confused as to why those lines bleed over onto the interface.  Of course, the fastest thing to check would be to open the image file that you are using for that background and see if the lines are indeed there as well.
Title: Unofficial 3.5.3 release
Post by: FreeTerran on April 29, 2003, 02:42:20 pm
That is with all screens and what is the problem and can i fix it ?
Title: Unofficial 3.5.3 release
Post by: phreak on April 29, 2003, 04:15:18 pm
regarding ABtrails:

I found out the problem with the lack of trails is caused by the game using up the maximum amount of trails (350) in less that a minute.

i commented them out and i'm testing them now
Title: Unofficial 3.5.3 release
Post by: phreak on April 29, 2003, 04:22:06 pm
runs fine, but i got some opengl error im looking into
Title: Unofficial 3.5.3 release
Post by: phreak on April 29, 2003, 05:02:17 pm
i could bump the max number of trails to 2750 which is MAX_WEAPONS + (MAX_SHIP_CONTRAILS * MAX_SHIPS), which may allow ABtrails to work.
Title: Unofficial 3.5.3 release
Post by: Goober5000 on April 29, 2003, 05:07:37 pm
Quote
Originally posted by PhReAk
i could bump the max number of trails to 2750 which is MAX_WEAPONS + (MAX_SHIP_TRAILS * MAX_SHIPS), which may allow ABtrails to work.


Well ABtrails have never shown up on the missions I've seen the missile trails disappear, so why should that be a problem?
Title: Unofficial 3.5.3 release
Post by: phreak on April 29, 2003, 05:35:29 pm
it processes them anyways
Title: Unofficial 3.5.3 release
Post by: CP5670 on April 29, 2003, 09:32:12 pm
Quote
Have i only that problem with the strips ?


I get that effect in every version of FS2 as well as in Descent 3; have sort of gotten used to it by now. It may have something to do with the forced antialiasing I use or my video card (GF3).
Title: Unofficial 3.5.3 release
Post by: phreak on April 30, 2003, 05:22:23 pm
it still crashed with 2750 trails once i uncommented the ABtrail code.  i changed it down to 500 (up from 350 originally) and made the code look for a bitmap before processing.
Title: Unofficial 3.5.3 release
Post by: phreak on May 02, 2003, 03:11:22 pm
goober:

this code is somehow executed in sexp_ships_stealthy()

Code: [Select]

else
{
p_object *parse_obj;

parse_obj = mission_parse_get_arrival_ship( ship_name );
if ( parse_obj )
{
if ( stealthy )
{
parse_obj->flags |= P_SF2_STEALTH;
}
else
{
parse_obj->flags &= ~P_SF2_STEALTH;
}

#ifndef NDEBUG
}[b] else {
Int3(); // could be a potential problem here}[/b]
#endif

}


the Int3() shouldn't be there because mission_parse_get_arrival_ship() can return NULL

edit: its not harmful, just annoying
Title: Unofficial 3.5.3 release
Post by: Kazan on May 02, 2003, 04:45:02 pm
Quote
Originally posted by SadisticSid


Brilliant deduction.


i was implying that it was the root of your problem - which it is
Title: Unofficial 3.5.3 release
Post by: Goober5000 on May 02, 2003, 06:08:59 pm
Quote
Originally posted by PhReAk
goober:

this code is somehow executed in sexp_ships_stealthy()

Code: [Select]

else
{
p_object *parse_obj;

parse_obj = mission_parse_get_arrival_ship( ship_name );
if ( parse_obj )
{
if ( stealthy )
{
parse_obj->flags |= P_SF2_STEALTH;
}
else
{
parse_obj->flags &= ~P_SF2_STEALTH;
}

#ifndef NDEBUG
}[b] else {
Int3(); // could be a potential problem here[/b]
#endif
}
}


the Int3() shouldn't be there because mission_parse_get_arrival_ship() can return NULL

edit: its not harmful, just annoying [/B]


Eh, that sexp is a straight copy & paste from a Volition-made sexp; it's supposed to be correct as written.  The only way for mission_parse_get_arrival_ship() to return NULL is if the ship is not defined in the mission, which should never happen - hence the Int3().

What do you mean it's "somehow executed"?
Title: Unofficial 3.5.3 release
Post by: phreak on May 02, 2003, 08:03:43 pm
i was debugging fso and it came ctd and vc6 said user-defined breakpoint called there
Title: Unofficial 3.5.3 release
Post by: Goober5000 on May 02, 2003, 08:17:38 pm
:wtf: Are you sure that's where it crashed?  That portion of the code should never execute - the Int3() is there to make sure of that.  Did your mission incorporate the ship-stealthy sexp?
Title: Unofficial 3.5.3 release
Post by: phreak on May 02, 2003, 09:38:17 pm
i guess so, i was playtesting for atankharzim (damn thats hard to spell)
Title: Unofficial 3.5.3 release
Post by: Goober5000 on May 02, 2003, 10:02:54 pm
Hmm.  I'll have to ask Sesq if I could check out the mission, so I can see what's going on.  Obviously, it's not supposed to crash.
Title: Unofficial 3.5.3 release
Post by: Fry_Day on May 04, 2003, 02:38:55 am
Quote
Originally posted by CP5670


I get that effect in every version of FS2 as well as in Descent 3; have sort of gotten used to it by now. It may have something to do with the forced antialiasing I use or my video card (GF3).

I also have the lines problem, which seems to be that the interface image, which is subdivided into several smaller blocks, and in each block, the last vertical scanline is drawn first, followed by the rest of the block. highly irritating.

OT - Interesting fact of the day - FreeSpace 2 shares some of its codebase with Descent 1.
Title: Unofficial 3.5.3 release
Post by: Krackers87 on July 21, 2003, 07:46:55 am
when i try to start FS2 open 3.5.3 it asks me my video settings and it only gives me the option of 1024x768x32bit and x16 bit.
Since i do video capturing I cant have FS2 run that high. Usualy i have it at 640 x 480 from the launcher but i cant select it in open.
Title: Unofficial 3.5.3 release
Post by: Rampage on July 21, 2003, 08:42:30 am
Oh man.  It has been BUMPED! :D
Title: Unofficial 3.5.3 release
Post by: karajorma on July 21, 2003, 09:02:26 am
Quote
Originally posted by Rampage
Oh man.  It has been BUMPED! :D


Well the post is legitimate even if a seperate topic would have been better :D
Title: Unofficial 3.5.3 release
Post by: Flipside on July 21, 2003, 12:45:39 pm
Well, as we are talking about the Source Code, is there any chance of changing the maximum number of Explosion Animations from 4? There is a section of code which reads.

// WEAPON EXPLOSION INFO
#define MAX_weapon_expl_lod 4
#define MAX_Weapon_expl_info 3


Bumping straight up to 50 for the second value caused a flumpout, and I have no programming skills in C++ to speak of :(

BTW I don't take credit for finding this bit of code, someone else found it for me :D

Thanks

Flipside