Author Topic: Release: 3.7.2 RC5  (Read 15384 times)

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Offline niffiwan

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Yeah, I have seen that, however I thought I saw a discussion on IRC (#scp) after that about a date disparity between the latest consumer drivers release and the latest Quadro drivers release.
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline deathspeed

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I hope to get some play time in today as I am off work, and I have an Nvidia GTX 480 with the latest non-beta drivers (347.25, released 1/22).  What specifically should I be looking for?  Something about beam crashes?
Maybe someday God will give you a little pink toaster of your own.

 

Offline chief1983

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Some people have reported crashes as immediately as looking at beam origins.  Others maybe indicated that it was more random but sometimes when a beam fired.  Basically if you play a beam heavy mission (maybe even the mediavps version of massive battle beams?) it will probably crash soon if you have the problem present on your setup.
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"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 AdmiralRalwood

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However, I don't think the GTX 400-series was affected even before the driver update.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline Goober5000

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It is always reproducible for me.  Run using the NVIDIA card (as opposed to Intelgrated which works fine) and look at a beam as it's firing.  Boom, instant crash.

The weird thing is that if you disable the kills gauge on the HUD, the crash does not occur.  This bears looking into.

 

Offline chief1983

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Hopefully sooner than later.  Most of the other users reporting the crash can't reproduce now.
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"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

 
I saw niffiwan asked a question on mantis (I don't have an account for now), for me before updating my nvidia drivers, I was crashing when playing with 3.7.2_RC4 and with MVP 2014 or MVP 3.6.12, but no crash occured with retail data and the same exe. Also 3.7.0 with MVP 3.6.12 worked fine at this time.

 
Stupid Question - But does the mac version have SSE instructions activated?   It should be yes, as I bet even the earliest Intel macs with 32bit intel core duo can do sse2.  Certainly any Mac newer than 2007.  But I'm curious as to if it's actually true.

 

Offline niffiwan

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I saw niffiwan asked a question on mantis (I don't have an account for now), for me before updating my nvidia drivers, I was crashing when playing with 3.7.2_RC4 and with MVP 2014 or MVP 3.6.12, but no crash occured with retail data and the same exe. Also 3.7.0 with MVP 3.6.12 worked fine at this time.

thanks, I've copied your report to mantis.
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline chief1983

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Stupid Question - But does the mac version have SSE instructions activated?   It should be yes, as I bet even the earliest Intel macs with 32bit intel core duo can do sse2.  Certainly any Mac newer than 2007.  But I'm curious as to if it's actually true.

I just build whatever is in the project, I'm not even sure how it's configured in that regard.  It wasn't long ago we still made PPC/x86 universal binaries officially, and the Xcode3 project could probably still do that until something breaking is committed.  So I don't know if we turned on SSE anywhere in the Xcode4+ project yet.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#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

 
Is it my imagination, or are the graphics improved for MediaVPs 2014 with 3.7.2 RC5?

(I'm not talking about the experimental flag to apply lighting to briefing window model popups)
Why do you say "as" instead of "because"?

 

Offline Veers

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I'm late to the party, loaded. And let me crank this for the next few days :)

Good job on getting to RC5 guys!
Current Activities/Projects: Ideas and some storyline completed.

ArmA 2&3 Mission Designer and player.


WoD - I like Crystal. <3

 

Offline AdmiralRalwood

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Is it my imagination, or are the graphics improved for MediaVPs 2014 with 3.7.2 RC5?

(I'm not talking about the experimental flag to apply lighting to briefing window model popups)
Shouldn't be a difference; don't even think any rendering bugs got fixed between RC4 and RC5.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Is it my imagination, or are the graphics improved for MediaVPs 2014 with 3.7.2 RC5?

(I'm not talking about the experimental flag to apply lighting to briefing window model popups)
Shouldn't be a difference; don't even think any rendering bugs got fixed between RC4 and RC5.

Oh, I think I know why: I've been playing Descent 1 and 2 a little too much lately and so I probably forgot what FreeSpace 2 is like with these graphical improvements.
Why do you say "as" instead of "because"?

  

Offline deathspeed

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Playing The Antagonist using 3.7.2(RC5) and 3.6.12, I keep crashing to desktop ("FSO has stopped working" dialog box) while fighting with the Granite (Osmund's ship), both in and out of subspace.  It happens at various points, and I cannot determine what triggers it.

When I tried to play with the RC5 debug exe. to generate a log, I got the following warning, then when I said continue with debug, it immediately showed the same dialog box.    I can't get it to start at all.

Code: [Select]
$Rotation time: too low; this will disable rotational collisions. All three variables should be >= 1.39.
Fix this in ship 'SOHO'

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! Warning + 421 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! parse_ship_values + 7062 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! parse_ship + 744 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! parse_shiptbl + 299 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! ship_init + 556 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! game_init + 1759 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! game_main + 519 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! WinMain + 330 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_7_2_RC5-DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

EDIT: I just realized it still created a FS_open.log

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.7.2.11227
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod The_Antagonist,mediavps_3612
Building file index...
Found root pack 'E:\games\FreeSpace2\The_Antagonist\Antagonist.vp' with a checksum of 0xe0243c08
Found root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'E:\games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'E:\games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'E:\games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'E:\games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'E:\games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'E:\games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'E:\games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'E:\games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'E:\games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'E:\games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'E:\games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'E:\games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'E:\games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'E:\games\FreeSpace2\The_Antagonist\' ... 3 files
Searching root pack 'E:\games\FreeSpace2\The_Antagonist\Antagonist.vp' ... 713 files
Searching root 'E:\games\FreeSpace2\mediavps_3612\' ... 2 files
Searching root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'E:\games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'E:\games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'E:\games\FreeSpace2\' ... 66 files
Searching root pack 'E:\games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'E:\games\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'E:\games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'E:\games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'E:\games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'E:\games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'E:\games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'E:\games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'E:\games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'E:\games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'E:\games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 25 roots and 15011 files.
ERROR: Unknown Language Checksum: 589986744
Using default language settings...
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
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...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers (Realtek High Definition Audio)
  Capture device: Microphone (4- Webcam C110)
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTX 480/PCIe/SSE2
  OpenGL Version   : 4.5.0 NVIDIA 347.25

  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".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 4 (32)
  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 = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
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 code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'ai-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'ai-obt.tbm' ...
WARNING: "$Rotation time: too low; this will disable rotational collisions. All three variables should be >= 1.39. Fix this in ship 'SOHO'" at ship.cpp:1888
Int3(): From c:\code\fs2_open_3_7_2_rc5\code\globalincs\windebug.cpp at line 1389
« Last Edit: February 12, 2015, 01:01:41 pm by deathspeed »
Maybe someday God will give you a little pink toaster of your own.

 

Offline chief1983

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It should get through the warnings eventually, you might just need to click continue for a while to get past them.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
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"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:
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Offline deathspeed

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Thanks!  It only has one warning, but then the game crashes before I get to the opening splash screen. 

I tried again with 3.7.2 (RC4) and got to play a bit before the crash.  Here is the log:

http://pastebin.com/sPrUvT9Q

EDIT:  I just tried with nightly build 11251 and got the same result as with RC5 - the game just won't start after saying Yes to the warning.

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.7.1.11251
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod The_Antagonist,mediavps_3612
Building file index...
Found root pack 'E:\games\FreeSpace2\The_Antagonist\Antagonist.vp' with a checksum of 0xe0243c08
Found root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'E:\games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'E:\games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'E:\games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'E:\games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'E:\games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'E:\games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'E:\games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'E:\games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'E:\games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'E:\games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'E:\games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'E:\games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'E:\games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'E:\games\FreeSpace2\The_Antagonist\' ... 3 files
Searching root pack 'E:\games\FreeSpace2\The_Antagonist\Antagonist.vp' ... 713 files
Searching root 'E:\games\FreeSpace2\mediavps_3612\' ... 2 files
Searching root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'E:\games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'E:\games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'E:\games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'E:\games\FreeSpace2\' ... 66 files
Searching root pack 'E:\games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'E:\games\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'E:\games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'E:\games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'E:\games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'E:\games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'E:\games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'E:\games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'E:\games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'E:\games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'E:\games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 25 roots and 15011 files.
ERROR: Unknown Language Checksum: 589986744
Using default language settings...
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
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...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers (Realtek High Definition Audio)
  Capture device: Microphone (4- Webcam C110)
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTX 480/PCIe/SSE2
  OpenGL Version   : 4.5.0 NVIDIA 347.25

  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".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 4 (32)
  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 = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
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 code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'ai-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'ai-obt.tbm' ...
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
WARNING: "$Rotation time: too low; this will disable rotational collisions. All three variables should be >= 1.39. Fix this in ship 'SOHO'" at ship.cpp:4264
Int3(): From c:\code\fs2_open_0\code\globalincs\windebug.cpp at line 1389
« Last Edit: February 12, 2015, 01:19:01 pm by deathspeed »
Maybe someday God will give you a little pink toaster of your own.

 

Offline AdmiralRalwood

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I just tried with nightly build 11251 and got the same result as with RC5 - the game just won't start after saying Yes to the warning.
Don't say "yes", say "no". Saying "yes" means you want to try debugging the problem; say "no" to continue running until you reach a non-Warning problem.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline deathspeed

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oh, derp.  Can you tell I haven't used debug builds before?   ;7  Thanks!

I just finished the mission with 11251 and have to go now, but i'll try again later tonight.

Thanks for your patience, everyone!

EDIT:

here is the log from RC5:  http://pastebin.com/aapaJnaL

EDIT 2:

Upon reading the release thread for this awesome campaign, it looks like this behavior has been around for a long time, so I doubt that it is anything specific to RC5.
« Last Edit: February 12, 2015, 06:18:53 pm by deathspeed »
Maybe someday God will give you a little pink toaster of your own.

 

Offline Cyborg17

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It may not have been introduced in RC5, but it could still be an issue with the code that could get stabilized during this release phase.