Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: SirKnightly on August 15, 2014, 08:33:09 pm

Title: Release: 3.7.2 RC4
Post by: SirKnightly on August 15, 2014, 08:33:09 pm
RC4 is now out, it will hopefully be the last before final as this phase has gone on plenty long now.  It is a direct copy of trunk r10995.

Important!!
As always, you need OpenAL installed.  Linux and OS X come with it but Windows users will need to get Creative's OpenAL installer (http://scp.indiegames.us/builds/oalinst.zip). Alternatively, if Creative's OpenAL doesn't work with your hardware, you can use OpenAL Soft (http://kcat.strangesoft.net/openal.html#download).

Important!!
Also, since the internal code linking for TrackIR was revised, an external DLL is now required for FSO to use TrackIR functions.
The following DLL is simply unpacked in to you main FreeSpace2 root dir.
TrackIR is only supported on Windows.
TrackIR SCP DLL (http://www.mediafire.com/download.php?ihzkihqj2ky) (Mirror (http://swc.fs2downloads.com/builds/scptrackir.zip)) (Mirror (http://scp.fsmods.net/builds/scptrackir.zip)) (Mirror (http://scp.indiegames.us/builds/scptrackir.zip))

Launchers, if you don't have one already:
All platforms:  wxLauncher (http://www.hard-light.net/forums/index.php?topic=67950.0) (ongoing project for a unified launcher)
-or-
Windows:  Launcher 5.5g (http://swc.fs2downloads.com/files/Launcher55g.zip) (Mirror (http://scp.fsmods.net/builds/Launcher55g.zip)) (Mirror (http://scp.indiegames.us/builds/Launcher55g.zip)) (Mirror (http://www.mediafire.com/?wdvzn7hhhzh418m)) Not compatible with Windows 8, use wxLauncher above
OS X:  Soulstorm's OS X Launcher 3.0 (http://www.hard-light.net/forums/index.php/topic,51391.0.html)
Linux:  YAL (http://www.hard-light.net/forums/index.php/topic,53206.0.html) or by hand (http://www.hard-light.net/wiki/index.php/Fs2_open_on_Linux/Graphics_Settings) or whatever you can figure out.

Known issues:


(http://scp.indiegames.us/img/windows-icon.png) Windows
Compiled on MSVC 2008 SP1

If you don't know which one to get, get the third one (no SSE).  If you don't know what SSE means, read this: http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions
You can use freely available tools like CPU-Z (http://www.cpuid.com/softwares/cpu-z.html) to check which SSE capabilities your CPU has.

fs2_open_3.7.2_RC4.7z (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.2_RC4.7z) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3.7.2_RC4.7z)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3.7.2_RC4.7z)) (MD5 (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.2_RC4.md5))
This one is based on the SSE2 Optimizations from the MSVC Compiler.

fs2_open_3.7.2_RC4_SSE.7z (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.2_RC4_SSE.7z) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3.7.2_RC4_SSE.7z)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3.7.2_RC4_SSE.7z)) (MD5 (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.2_RC4_SSE.md5))
This one is based on the SSE Optimizations from the MSVC Compiler.

fs2_open_3.7.2_RC4_NO-SSE.7z (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.2_RC4_NO-SSE.7z) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3.7.2_RC4_NO-SSE.7z)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3.7.2_RC4_NO-SSE.7z)) (MD5 (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.2_RC4_NO-SSE.md5))

What are those SSE and SSE2 builds I keep seeing everywhere?
Your answer is in this topic. (http://www.hard-light.net/forums/index.php?topic=65628.0)


(http://scp.indiegames.us/img/mac-icon.png) OS X Universal (32/64-bit Intel)
Compiled on Xcode 5.1.1

fs2_open_3.7.2_RC4.dmg (http://swc.fs2downloads.com/builds/OSX/fs2_open_3.7.2_RC4.dmg) (Mirror (http://scp.fsmods.net/builds/OSX/fs2_open_3.7.2_RC4.dmg)) (Mirror (http://scp.indiegames.us/builds/OSX/fs2_open_3.7.2_RC4.dmg)) (MD5 (http://swc.fs2downloads.com/builds/OSX/fs2_open_3.7.2_RC4.md5))


(http://scp.indiegames.us/img/linux-icon.png) Linux 32-bit
Compiled on Ubuntu 12.04 LTS 32bit, GCC 4.6.3

fs2_open_3.7.2_RC4.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3.7.2_RC4.tar.bz2) (Mirror (http://scp.fsmods.net/builds/LINUX/fs2_open_3.7.2_RC4.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/LINUX/fs2_open_3.7.2_RC4.tar.bz2)) (MD5 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3.7.2_RC4.md5))


(http://scp.indiegames.us/img/freebsd-icon.png) FreeBSD 64-bit (experimental, limited support)
Compiled on GhostBSD LXDE 3.0 64-bit, GCC 4.2.1

fs2_open_3.7.2_RC4.tar.bz2 (http://swc.fs2downloads.com/builds/FREEBSD/fs2_open_3.7.2_RC4.tar.bz2) (Mirror (http://scp.fsmods.net/builds/FREEBSD/fs2_open_3.7.2_RC4.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/FREEBSD/fs2_open_3.7.2_RC4.tar.bz2)) (MD5 (http://swc.fs2downloads.com/builds/FREEBSD/fs2_open_3.7.2_RC4.md5))

Source Code Export (MD5 (http://swc.fs2downloads.com/builds/fs2_open_3_7_2_RC4_src.md5))
fs2_open_3_7_2_RC4_src.tgz (http://swc.fs2downloads.com/builds/fs2_open_3_7_2_RC4_src.tgz) (Mirror (http://scp.fsmods.net/builds/fs2_open_3_7_2_RC4_src.tgz)) (Mirror (http://scp.indiegames.us/builds/fs2_open_3_7_2_RC4_src.tgz))
Title: Re: Release: 3.7.2 RC4
Post by: est1895 on August 15, 2014, 09:18:17 pm
I'm sorry, but none of the download links work? Error 404
Title: Re: Release: 3.7.2 RC4
Post by: niffiwan on August 15, 2014, 09:29:45 pm
Hmm.. 2 from 3 of the OSX / Linux / FreeBSD and Source code export links work? Looks like just the Windows links are 404.
Title: Re: Release: 3.7.2 RC4
Post by: est1895 on August 15, 2014, 09:44:48 pm
Hmm.. 2 from 3 of the OSX / Linux / FreeBSD and Source code export links work? Looks like just the Windows links are 404.

Yup
Title: Re: Release: 3.7.2 RC4
Post by: chief1983 on August 16, 2014, 10:15:39 am
I thought that went faster than it should have.  Let me see...

edit:  Should be all fixed now, and necessary corrections committed to SVN so it won't be broken when Final is posted, assuming I don't try to make any more upgrades to the release code.  I'm pretty happy with where it is now though.
Title: Re: Release: 3.7.2 RC4
Post by: niffiwan on August 16, 2014, 07:49:21 pm
Since RC4 is planned to be the last RC for 3.7.2, I'd encourage everyone to download and test it as much as possible, it'll be the last chance to find (then fix) any bugs before 3.7.2 final.
Title: Re: Release: 3.7.2 RC4
Post by: headdie on August 16, 2014, 08:00:42 pm
Posted to reddit and Facebook to maximise exposure
Title: Re: Release: 3.7.2 RC4
Post by: Echelon9 on August 17, 2014, 12:19:51 am
All three of the OS X Universal (32/64-bit Intel) links are corrupted. Either 404's or link to a .dmg with zero-sized application binaries.
Title: Re: Release: 3.7.2 RC4
Post by: CP5670 on August 17, 2014, 01:08:04 am
At last, that briefing FOV bug is fixed. That had been around for several years. Great work. :yes:
Title: Re: Release: 3.7.2 RC4
Post by: X3N0-Life-Form on August 17, 2014, 02:36:37 am
Yeah but now we all have to go back and double check our briefings :)
Title: Re: Release: 3.7.2 RC4
Post by: Sarkoth on August 17, 2014, 09:21:11 am
This is both great news and bad news at the same time for my campaign thread. I will continue testing with RC4 then.
Title: Re: Release: 3.7.2 RC4
Post by: chief1983 on August 17, 2014, 09:39:08 am
Echelon9, very true.  The fsmods links are down across the board but I didn't notice the broken DMG files on the other two mirrors.  I'll investigate at work tomorrow.

edit:  The .tgz version was made correctly, so it's related to how I tried to split the code into making both the .tgz for the Installer, and the .dmg for the release posts.

edit2: reading the code without the Macbook in front of me, I think Perl's File::Copy routine I added recently isn't recursive.  I should have noticed that earlier though.  I'll have it switched to File::Copy::Recursive, or a custom replacement tomorrow.
Title: Re: Release: 3.7.2 RC4
Post by: chief1983 on August 18, 2014, 10:55:57 am
Ok, I've fixed the OS X dmg and the MD5 sums file, and patched my local build script so that it should work correctly next time.  After I ensure that it at least doesn't parse error I'll have that fix committed.  Now that this build set is completely release though I will be updating the Installer files with RC4.
Title: Re: Release: 3.7.2 RC4
Post by: Echelon9 on August 20, 2014, 09:00:56 am
The Mac build for 3.7.2 RC4 is working fine now. Thanks chief1983.
Title: Re: Release: 3.7.2 RC4
Post by: chief1983 on August 27, 2014, 01:54:06 pm
The FSMods mirror (usually the middle link) is now back in business.
Title: Re: Release: 3.7.2 RC4
Post by: Echelon9 on August 30, 2014, 12:17:48 am
Great, let's iron out any remaining key bugs and hopefully have a release soon! The more testing, the better, people :)
Title: Re: Release: 3.7.2 RC4
Post by: tomimaki on September 26, 2014, 11:25:38 am
In Windows section mirror and MD5 links are broken. It should be 3.7.2, not 3_7_2.
Title: Re: Release: 3.7.2 RC4
Post by: chief1983 on September 26, 2014, 03:29:08 pm
Fixed, thanks for catching that.  I'll fix the release script.
Title: Re: Release: 3.7.2 RC4
Post by: OverDhill on October 25, 2014, 07:16:19 am
Maybe this is a stupid question but I am a bit confused. There is the Release: 3.7.2 RC4 and then there are nightly builds of fs2_open_3_7_1. So which EXE is the recommended one to be used? Seems like 3.7.1 nightly builds would have a higher number than 3.7.2

Can someone explain the version paths?
Title: Re: Release: 3.7.2 RC4
Post by: headdie on October 25, 2014, 07:40:57 am
RC builds are release candidate builds, this path is not taking on new features unless essential and exists for troubleshooting the code in preparation for the next stable build.

Nightlies on the other hand or active development builds with features being added, fixed and most importantly changed/depreciated on the fly with no prior warning meaning that the way options are enabled can change with little warning and quite dramatically.  also with the addition of new features for testing the Nightly builds can be very unstable.
Title: Re: Release: 3.7.2 RC4
Post by: chief1983 on October 25, 2014, 10:28:51 am
If we had branched for 3.7.2 and been doing backports to that branch we would have bumped trunk to 3.7.3 but since we are fully merging all trunk into 3.7.2 still, it seemed to make sense not to bump the version yet.
Title: Re: Release: 3.7.2 RC4
Post by: niffiwan on October 25, 2014, 09:24:18 pm
Also, the convention is that trunk (from which nightlies are built) always end in odd numbers, and stable releases (including RCs) always end in even numbers.  It does get a bit confusing in the current situation where the nightlies are more recent than the RCs but have a lower number.
Title: Re: Release: 3.7.2 RC4
Post by: krevett62 on November 04, 2014, 09:46:27 am
Hello all I'm rather new here and don't know where to report this but I encounter a strange problem while playing the main campaign of FS2 with the latest RC4 release!

When playing with the standard executable and mediavps_2014 my game crash during missions whith heavy beam fire or flak gunnery (even during the first mission for example when the psamtik opens fire, my game crash and returns to desktop), and these crash are repeatable everytime at the same moment (I tested other missions by advancing the campaign with mediavps_3612 and the 3.7.0 executable). These crashes seems to be linked to the 3.7.2_RC4 executable because sometimes I crashed with 3.7.2_RC4 and mediavps_3612 as well!

So I wanted to start the game using the debug executable to get a log and see what's happening, but then the game no longer crash at all!!

I'm playing with a good computer (not top-end but core i5 3570, 8GB of ram, GTX660 with 2 GB and windows 7 pro 64bits) and do not demand too much with the launcher (1920x1080, no anti-aliasing or anisotropic filtering, and just apply lightning to missile and enable 3d shockwaves enabled)

Edit: What are the pdb and map file associated with the debug exe? Do I need them to run the debug or can I delete these files?
Title: Re: Release: 3.7.2 RC4
Post by: chief1983 on November 04, 2014, 10:50:20 am
You don't need them, but you get more useful information with them around. Although, I think they might have been renamed as part of the archiving process, and might not work correctly as is.  They're not needed to get a debug log though, which is one of the more important pieces of information from the debug build.
Title: Re: Release: 3.7.2 RC4
Post by: AdmiralRalwood on November 04, 2014, 12:09:59 pm
So I wanted to start the game using the debug executable to get a log and see what's happening, but then the game no longer crash at all!!
There may still be some data of interest in your fs2_open.log file; could you provide it anyway so we can see what it says?
Title: Re: Release: 3.7.2 RC4
Post by: chief1983 on November 04, 2014, 01:03:02 pm
Also, please try a more recent nightly, we will probably be getting an RC5 out soon, and current trunk is much closer to what that would be than it is to RC4.
Title: Re: Release: 3.7.2 RC4
Post by: krevett62 on November 04, 2014, 01:18:58 pm
As I now always play with the debug I can provide you my latest log (no crash during gameplay everything was great but I suspect I would have crashed using the standard exe, I replayed the very first mission with the standard exe to see and the crash happens exactly after the beam is charged when it would be fired, using the debug I never crash).



[attachment kidnapped by pirates]
Title: Re: Release: 3.7.2 RC4
Post by: AdmiralRalwood on November 04, 2014, 01:32:24 pm
I can't see anything that jumps out at me in that log, so I can only reiterate chief1983's suggestion that you try a recent Nightly Build (http://www.hard-light.net/forums/index.php?board=173.0) and see if it still crashes.
Title: Re: Release: 3.7.2 RC4
Post by: krevett62 on November 05, 2014, 07:37:13 am
I don't know if thet can be of any help here is the windows report of the crashes in the event viewer:

Nom de l’application défaillante fs2_open_3_7_2_RC4.exe, version : 3.7.2.10997, horodatage : 0x53eea8fa
Nom du module défaillant : fs2_open_3_7_2_RC4.exe, version : 3.7.2.10997, horodatage : 0x53eea8fa
Code d’exception : 0xc0000005
Décalage d’erreur : 0x001363be
ID du processus défaillant : 0x1230
Heure de début de l’application défaillante : 0x01cff84a977ac7cf
Chemin d’accès de l’application défaillante : E:\Freespace 2\fs2_open_3_7_2_RC4.exe
Chemin d’accès du module défaillant: E:\Freespace 2\fs2_open_3_7_2_RC4.exe

The only thing that change between crashes is the process ID (and time of course)

Edit: Just reproduced the crash and logging it with process monitor here's the last two minutes of the log



[attachment kidnapped by pirates]
Title: Re: Release: 3.7.2 RC4
Post by: krevett62 on November 11, 2014, 09:46:29 am
Hi, I just downloaded the latest nightly (r11171) to give it a try and still got the same bug. Freeze and returns to windows everytime a beam is fired with the standard version and no crash with the debug exe  :mad:

Has anyone encountered this kind of issue?

Edit: ran some more test playing retail, mediavps 3612 and mediavps 2014 with the standard exe, only the retail doesn't crash with the psamtik firing his beam (1st mission, but the crash will also occur on other mission where beam fire occurs!)

Edit2: ran one more test with 3.7.0 exe and mediavps 3612, no crash!!
Title: Re: Release: 3.7.2 RC4
Post by: ngld on November 11, 2014, 01:44:12 pm
That sounds like this bug (http://www.hard-light.net/forums/index.php?topic=88662.0). If that's true, there is probably nothing you can do except wait for the next RC.
Title: Re: Release: 3.7.2 RC4
Post by: AdmiralRalwood on November 11, 2014, 01:45:40 pm
That sounds like this bug (http://www.hard-light.net/forums/index.php?topic=88662.0). If that's true, there is probably nothing you can do except wait for the next RC.
Except the fix was on the user's end (http://www.hard-light.net/forums/index.php?topic=88662.msg1768703#msg1768703), not code-side; using a newer build won't change anything.
Title: Re: Release: 3.7.2 RC4
Post by: ngld on November 11, 2014, 01:47:36 pm
Ah, sorry. I missed those last posts.  :banghead:
Title: Re: Release: 3.7.2 RC4
Post by: krevett62 on November 11, 2014, 01:59:21 pm
OK I'll try by setting on more graphic flags like soft particles and anti-aliasing to see if it crashes!

Edit: tried multiple settings but nothing seems to solve this issue, so I'll keep on playing with the debug...
Title: Re: Release: 3.7.2 RC4
Post by: Spoon on December 12, 2014, 12:05:09 pm
Also, please try a more recent nightly, we will probably be getting an RC5 out soon, and current trunk is much closer to what that would be than it is to RC4.
Soon™
Title: Re: Release: 3.7.2 RC4
Post by: jr2 on December 17, 2014, 07:30:53 am
OK I'll try by setting on more graphic flags like soft particles and anti-aliasing to see if it crashes!

Edit: tried multiple settings but nothing seems to solve this issue, so I'll keep on playing with the debug...

Maybe ask the user that fixed his problems to show you the flags he used? Just to be sure.

And you have  the latest drivers for your graphics card, yes?
Title: Re: Release: 3.7.2 RC4
Post by: krevett62 on December 18, 2014, 03:44:09 am
I always uptade to the latest drivers... Anyway it is a known bug now as it appears in mantis!
The only way I found for now is playing with the debug so it's not that bad as I can still play the game without crashing this way.
Title: Re: Release: 3.7.2 RC4
Post by: chief1983 on December 18, 2014, 10:12:39 am
The beam crash bug is pretty widespread at this point, I don't really want to release until we've got a fix for it, but we've got a shortage of coders with new enough nvidia cards to reproduce it apparently.  I assume you have a newer nvidia card?
Title: Re: Release: 3.7.2 RC4
Post by: krevett62 on December 18, 2014, 03:34:36 pm
I've got a nvidia gtx660. What's really annoying is that the crash won't happen with the debug so we can't give you a log of what's happening...
Title: Re: Release: 3.7.2 RC4
Post by: headdie on December 18, 2014, 05:59:57 pm
I've got a nvidia gtx660. What's really annoying is that the crash won't happen with the debug so we can't give you a log of what's happening...

means you have the same issue in all likelihood, Debug builds seem to be immune to the issue iirc
Title: Re: Release: 3.7.2 RC4
Post by: Goober5000 on December 18, 2014, 11:01:30 pm
means you have the same issue in all likelihood, Debug builds seem to be immune to the issue iirc

Not completely.  On my machine (when using NVIDIA) it crashes on debug.  I've uploaded several logs to the Mantis ticket.
Title: Re: Release: 3.7.2 RC4
Post by: procdrone on December 19, 2014, 03:52:00 am
As for the bug mentioned, I sometimes get the crashes too, but much more less. (with normal build).

The issue appears to have something to do with FS2 using integrated Intel Graphics in cooperation with Nvidia graphic cart... I mean, when I posted debug build log, it shown only Intel Graphics Drivers used, but in fact, my Nvidia software was sure that it was running FS at the same time...

Maybe try other shadow settings as well, that helped me bit here too.
Title: Re: Release: 3.7.2 RC4
Post by: krevett62 on December 19, 2014, 04:55:11 am
My intel graphics is deactivated in the Bios of the motherboard and don't even appears under "system-->graphic cards" or Aida64. Also in my FS2 log, only nvidia gtx660 is mentionned ("OpenGL Renderer  : GeForce GTX 660/PCIe/SSE2  OpenGL Version   : 4.4.0 NVIDIA 344.75")

Title: Re: Release: 3.7.2 RC4
Post by: krevett62 on December 20, 2014, 07:55:25 am
Another thing I've noted if it can be useful is that I don't crash if the point of origin of the beam is not on my field of view (ie I can look at the beam without crashing as long as the origin isn't in view, but as soon as I turn my ship and look in the direction of the ship firing the beam, the game crash).
Title: Re: Release: 3.7.2 RC4
Post by: JerichoDeath on January 12, 2015, 08:28:35 pm
Question:
Is the 3.7.2 RC4 release supposed to be stuck in a single, unchangeable resolution, or is that the fault of the wxLauncher (since the normal Launcher is just crashing without opening)?

I tried using 3.7.1 (AVX BP), and that works fine without being stuck in that apparently 4:3 resolution.
Title: Re: Release: 3.7.2 RC4
Post by: DahBlount on January 12, 2015, 09:30:05 pm
Question:
Is the 3.7.2 RC4 release supposed to be stuck in a single, unchangeable resolution, or is that the fault of the wxLauncher (since the normal Launcher is just crashing without opening)?

I tried using 3.7.1 (AVX BP), and that works fine without being stuck in that apparently 4:3 resolution.
That's a feature, not a bug.

Try adding -stretch_menu to your command line.
Title: Re: Release: 3.7.2 RC4
Post by: Spoon on January 12, 2015, 09:33:52 pm
I knew this would happen. I (and a few other sane minds) told you guys.
Title: Re: Release: 3.7.2 RC4
Post by: JerichoDeath on January 12, 2015, 09:52:48 pm
Question:
Is the 3.7.2 RC4 release supposed to be stuck in a single, unchangeable resolution, or is that the fault of the wxLauncher (since the normal Launcher is just crashing without opening)?

I tried using 3.7.1 (AVX BP), and that works fine without being stuck in that apparently 4:3 resolution.
That's a feature, not a bug.

Try adding -stretch_menu to your command line.

I see...
Seems silly.

I don't really understand why a resolution that should fill the screen normally would need to be stretched, but I'll give that a try.
Title: Re: Release: 3.7.2 RC4
Post by: AdmiralRalwood on January 13, 2015, 01:46:56 am
The menus have a fixed size (1024x768). 3.7.0 and older versions of FSO stretched these menus to fill the screen by default. This was less than ideal for people with multi-monitor setups, so it was changed to not stretch by default, but with the option to do so for people who preferred the old way. Hence the command-line option.
Title: Re: Release: 3.7.2 RC4
Post by: JerichoDeath on January 13, 2015, 02:19:21 am
The menus have a fixed size (1024x768). 3.7.0 and older versions of FSO stretched these menus to fill the screen by default. This was less than ideal for people with multi-monitor setups, so it was changed to not stretch by default, but with the option to do so for people who preferred the old way. Hence the command-line option.

Ah, that makes sense.
Sounds like a leftover annoyance from the retail version (the fixed size).
(Well, I know the retail version would fill the screen; I guess through stretching)

Anyway, I wouldn't have known how to get that issue fixed without asking around, probably, and it did solve my issue with the game.
So, thanks for the assist.