Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Goober5000 on April 26, 2004, 05:26:52 am
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http://fs2source.warpcore.org/wip/20040426_fs2_open_r.zip
Latest CVS as of now. Among other things, it disables the code that was causing the end-of-mission CTD.
To activate the time slowdown on this build, you need to 1) have cheat mode on, and 2) hold down the cheat button (the tilde, ~, on U.S. keyboards) while pressing the slowdown key.
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hmmmm....
questions:
1.) Does this incorporate the improvements that Taylor made to speed up the whole thing along?
2.) Also, how do I use cheat mode for reducing the time compression stuff ;)
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I started putting my changes in yesterday but I'm still not done. Last night I got in the cfilesystem changes to speed things up, the CTD fix and the -snd_preload option. I'm testing the last parts (minor movie code changes, 32-bit OGL, other minor bug fixes) now and should have the rest commited in a couple of hours. "cvs diff" gave me a patch 1.3Meg in size and 35 thousand lines long so it's taking a while to sort out the stuff that's ready to go in. ;)
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As for 2, you type in www.freespace2.com and then you are in cheat mode. use the normal time compression keys for the rest (i think :nervous: )
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Originally posted by taylor
I started putting my changes in yesterday but I'm still not done. Last night I got in the cfilesystem changes to speed things up, the CTD fix and the -snd_preload option. I'm testing the last parts (minor movie code changes, 32-bit OGL, other minor bug fixes) now and should have the rest commited in a couple of hours. "cvs diff" gave me a patch 1.3Meg in size and 35 thousand lines long so it's taking a while to sort out the stuff that's ready to go in. ;)
you are done with that stuff as of now? (15:52GMT)
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Yes, I'm done.
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Khm .. new build again.
*Downloads*
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Originally posted by kasperl
As for 2, you type in www.freespace2.com and then you are in cheat mode. use the normal time compression keys for the rest (i think :nervous: )
well, this didn't work, neither using this build, nor using a completely fresh-out-of-CVS compile i made myself.
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Ooo!
**points at the purty 3D ship selection models that are working now**
I did briefly have an issue with some of the asteroids seeming to change form randomly in the 2nd mission of FSPort but I'm buggered if I can get it to replicate...
I think I'm going crazy :nervous:
It is nice and fast though :D
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Is it faster than a snail with an afterburner?
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75 FPS, unshakeable thusfar :D
Then again... Not really a surprise given that I'm running it on my super ninja new PC... I keep forgetting I upgraded
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Originally posted by TopAce
Is it faster than a snail with an afterburner?
Have a look yourself:
(http://www.ystart.net/upload/20040426/1083000172.jpg)
Edit: This is the FSOmark result :)
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ahhhh...aHHHhhh
clever :P
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Originally posted by DaBrain
..
(http://www.ystart.net/upload/20040426/1083000172.jpg)
Are you sure that link is correct?
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:lol:
Nice to know the old reliable speed tests are still being used :)
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Yeah... none of this new fangled turtle with an afterburner...
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When reading the above, I can't help but wonder:
"What is the airspeed of an unladen swallow?"
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Hmm.... Am I allowed to put a brick wall in front of it before answering that? :devil:
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"What is the airspeed of an unladen swallow?"
Eh? African or European?
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That was the right answer, thank you.
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Originally posted by Langy
Eh? African or European?
Bah, I resisted the urge to post that
Originally posted by Kasperl
why no, have you seen Monty Python's Search for the Holy Grail by any chance?
Seen, got, love to peices, quoted so many times it's permanently engrained into my pysche...
Edit: I wonder if it's faster than a Quadraplegic Black Knight with an Afterburner ;)
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It depends on what quality afterburner it has.
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Are taylors changes now included ?
If not, then when will they ?
(If you have to work you start to do stupid things :) (http://www.ystart.net/upload/20040426/1083003515.jpg)
)
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Can we get a list of new features, bug fixes, by the way?
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Some of taylor's fixes are included; some aren't. All the bugs that are marked as fixed on Mantis should be fixed.
To activate the time slowdown on this build, you need to 1) have cheat mode on, and 2) hold down the cheat button (the tilde, ~, on U.S. keyboards) while pressing the slowdown key.
I'll put this in the first post too.
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taylors stuff would be half in half out, dunno for sure.
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Namely?
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http://mgo.maxgaming.net/mantis/view_all_bug_page.php
everything that is marked as fixed here.......
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Originally posted by Goober5000
To activate the time slowdown on this build, you need to 1) have cheat mode on, and 2) hold down the cheat button (the tilde, ~, on U.S. keyboards) while pressing the slowdown key.
oh, I'll try that in a minute or so, or whenever CVS is done updating (it has been over an hour now, BTW, am i doing anything wrong?)
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Originally posted by kasperl
http://mgo.maxgaming.net/mantis/view_all_bug_page.php
....
Who removed my account, again? :mad2:
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kasperl: Yeah, I think so. CVS shouldn't update that much, unless you have a really slow connection. How long does it take you to download a module from scratch?
TopAce: Nobody removed your account. I see it right there on the user listing. Can you log in?
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Not really. :nervous:
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Originally posted by kasperl
As for 2, you type in www.freespace2.com and then you are in cheat mode. use the normal time compression keys for the rest (i think :nervous: )
Quick question. When do you type that in? In the briefing screen? During the mission (cause some of those keys do stuff)?
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during the mission, ignoring the com window popping up, your ship banking all over the place, and stuff like that.
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YAY!! This build finally solves the CoMT bug I was experiencing. I've played through several missions without any assiciated crashes. I've also noticed a general improvement in mission load time. It also suprised me when simulated speech suddenly worked.
With this build out, can 3.6 be just around the corner? ;7
Later!
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1) The CoMT bug isn't fixed. It's disabled, but it still leaves a significant memory leak.
2) Mission load time improvement was thanks to taylor... he posted a build with this improvement a few days ago. :)
3) Simulated speech worked because I compiled it that way. Not everyone has the SDK installed. RandomTiger is the only one I'm sure of.
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Originally posted by Goober5000
1) The CoMT bug isn't fixed. It's disabled, but it still leaves a significant memory leak.
Well, at least we know for sure where the offending code is.
Great work none-the-less. Now I can get back to actually working on my campaign(s).
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OGL bug with the high poly Fenris (Is this a known issue?)
Certain sections of the high poly Fenris are invisible, mainly the central section.
http://marajin.w-ww.org/transparentfenris1.jpg
http://marajin.w-ww.org/transparentfenris2.jpg
http://marajin.w-ww.org/transparentfenris3.jpg
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Yea! Its a build for my birthday! THANKS!
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marajin, are you sure you are using updated texes? i heard the Levy/Fenris is blue in the port, while the other one is red. perhaps it uses. Goob said something about a version 1.2 or something.
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Hmm... I have the latest MediaVP stuff in.. and the high resolution texture VPs? As well as all the FSPort2.3 stuff... And the textures from the only version of the High Res fenris I could find that actually has textures. I should note they work in Direct3D mode
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Also, My system specs:
AMD Athlon64 3400+
1Gig(2x512MB) TwinX Corsair XMS PC3200 DDR RAM
Sapphire Radeon9800XT (256MB)
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Originally posted by marajin
Also, My system specs:
AMD Athlon64 3400+
1Gig(2x512MB) TwinX Corsair XMS PC3200 DDR RAM
Sapphire Radeon9800XT (256MB)
I.
HATE.
YOU.
:D
[ / jealousy]
So it does the disappearing thingy in OGL but works ok in D3D?
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Originally posted by kasperl
I.
HATE.
YOU.
:D
[ / jealousy]
Just don't beam cannon me, ok? ;)
Originally posted by kasperl
So it does the disappearing thingy in OGL but works ok in D3D?
Yes indeed
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http://mgo.maxgaming.net/mantis/main_page.php
please use the above link and report it in Mantis.
Make sure you add specs, the date of this built, OS you are using, command line, and that you are using the port.
does this also happen in normal FS2?
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Originally posted by kasperl
does this also happen in normal FS2?
I dunno... I accidentally deleted my 1.2 executables.
Besides, won't normal FS2 just go :eek2: with the high poly fenris?
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sorry, i meant the canon campaign, just without the port.
and what about the bog standard Fenris/Levy (using FS2 standard tables, no MediaVP)
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Without Port: Yes
Without MediaVP and normal Fenris: No... However it did just crash when I tried to view the Levy. Claimed to be unable to find the cruiser01b.pof
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sounds like you are using a nice set of mixed up tables.
please remove the contents of your data/table dir, and post all the filenames of the vps in your main dir
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Odd.. I don't know why I have any tables in data/table but I did.
However removing them has no effect on the main bug.
29/11/2003 13:27 103,584,391 fs2_open.vp
04/03/2004 20:45 29,233,116 fsport2_3.vp
17/11/1999 14:21 6,404,494 root_fs2.vp
15/09/1999 04:17 123,125,814 smarty_fs2.vp
15/11/2003 02:46 12,770,289 sparkee_fs2.vp
15/09/1999 04:22 260,563,452 sparky_fs2.vp
24/11/2003 17:59 40,177,130 sparky_hi_fs1.vp
15/09/1999 04:26 265,242,014 sparky_hi_fs2.vp
28/10/2003 19:40 81,246,634 stu_fs1.vp
15/09/1999 04:28 173,166,260 stu_fs2.vp
15/09/1999 04:29 195,887,233 tango1_fs2.vp
15/09/1999 04:30 72,778,161 tango2_fs2.vp
15/09/1999 04:30 50,497,261 tango3_fs2.vp
29/10/2003 00:50 159,327,089 tango_fs1.vp
19/09/2003 22:16 49,155,280 warble_fs1.vp
15/09/1999 04:30 118,858,128 warble_fs2.vp
16 File(s) 1,742,016,746 bytes
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change the extension, or remove:
fsport2_3.vp
sparkee_fs2.vp
sparki_hi_fs1.vp
stu_fs1.vp
warvle_fs1.vp
alternatively, move these files into a dir called "FSPORT" and use the mod function in the launcher to use them.
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Now it doesn't even list the Fenris in the Tech DB
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dude, major cleanup is in order.
do you have the time too simply backup all your pilots and reinstall FS?
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Don't have the original FS2 CDs... Gave 'em to a friend
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stupid, that.
You don't have the HOTU zip on your HD by any chance?
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No... Only a self installer I made a while ago, hence my giving the CDs away.. But that should be identical to this version, save the FSO executable.
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I'm on a machine without FS on it right now, but do a forum search for the root.vp file, Kara posted it a whle ago, it's 6 megs or so, and should contian the tables and stuff.
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http://homepage.ntlworld.com/karajorma/freespace/Downloads/root_fs2.rar
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ok, finally had a chance to test this build....tried it with the Out_Of_The_Depth mission, as soon as I enter the asteroid field, kabloey...CTD
question: can this stupid text-to-speech thing be turned off?
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I have the root unmodified FS2 file.... Why would I need it again?
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Originally posted by JarC
question: can this stupid text-to-speech thing be turned off?
Use the Launcher.
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I did, and even though I unchecked the flag, it still shreeks at me...yep, just tried again...the moment I enter the tech room, this idiotic babble starts, ah well, time for xplite again...ah, my bad, forgot the speech tab....(sorry, not used to having this working :o )
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Soo.. Am I posting my OGL issue with the fenris in Mantis or not?
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Post away.
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Posted
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marajin: There was previously a long standing bug where pure green was made transparent in OGL. This has been there and caused the black circles in the Prometheus shots and several other places as well. I fixed this in the icculus.org code a long time ago and it was part of the second set of updates I made Monday so that fix is not in the 04/26 build. If this is the same problem then it's going to be fixed in any newly released build.
I use the hi-poly fenris as well and I don't see any problems in OGL so this is the problem or there is something wierd on your end. Get me a link to the same fenris model that you are using just in case we're using to different things. icculus.org is down at the moment for some reason so you'll have to PM me rather than e-mail.
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Bug 157 seems to be fixed on this release.
cmdline is:
C:\Games\FS2_Open\20040426_fs2_open_r.exe -spec -glow -pcx32 -jpgtga -fps -stats -dnoshowvid -allslev
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Damn. I checked on a vasudan fighter. It isn't fixed yet. Sorry
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marajin: Your fenris model is different than the one I'm using, yours being older by the date and file size. I did try it though, removing my current one, and didn't have a problem. I looked at the textures and none of them should have hit on that OGL transparent bug. I'm not sure what's going on here but leave that mantis bug open and we'll revisit it if someone else has the problem or it still isn't fixed for you in a near future build. I'm going to lean towards some 16-bit vs. 32-bit texture thing but that should be fixed as well in the next build that someone makes.
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Ok, thanks... I just realised I forgot to post my commandline in the mantis report... I'll do that in a moment
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Excellent performance with this build so far. Still some stuttering when briefing animations are loading through their first loop.
Nebula is still a bit bright (though far better than before), I have trouble seeing my hud. None of the colors contrast enough with the nebula.
And did you change anything with missiles? It seems that all the missiles the ai shoots at me are hitting, I can't dodge them anymore. Although since I can barely see where I'm going in the nebula that may explain it.
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I did notice the AI seems to be doing a much better job of dishing out pain even when you tone down the difficulty setting. I figured it was just me getting outta touch.
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about the AI, as far as i can see with my limited intellegence and more limited code knowledge, some of the AI code was changed on 26-04-2004 (ddmmyyyy), but most of the code hasn't been changed since 05-03-04 (ddmmyyyy) or earlier. The stuff that has been changed are files mentioned having something to do with the y bug, and that kind of stuff......
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You're too hard on yourself, Let the other community members insult your intelligence. ;)
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I'm trying to figure out what happened to the AI too. I can't think of any place where it might have been changed.
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Have you noticed any tendancy for your own aspect seekers to ...well not work as well? For example my hornets never seem to hit anything anymore
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I don't think Hornets ever hit anything.
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I'm sure they used to..
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Only on easy or something.
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They don't hit on anything now..
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I dunno, I'm in the mission where the Aquitain is stranded in the nebula, and I keep watching Shivans fly right into the Aquitain as if they didn't realize it was there (kind of floating into it while doing other stuff, not like kamikaze)
Is this an AI problem maybe? The mission is still pretty painful, I do good until until the last 1 minute when the bombers come out with fighter supression missiles, at which point I last about 10 seconds from untouched (ouch)
I've also noticed that my tornados aren't hitting half the time anymore since moving from the 4/05 build up to the 4/26 build
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Just a thought, not being a coder myself, but could there be an indirect change to AI, or missile turning behavior? I remember, it may have been the original descent or wing commander or something, if you ran it on a slightly faster computer than it was designed for the ai went nuts and slaughtered you. I think I'll start through from the beginnign of the campaign and see if anything else is funky or if I'm imagining it.
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Originally posted by kasperl
... some of the AI code was changed on 26-04-2004 (ddmmyyyy), but most of the code hasn't been changed since 05-03-04 (ddmmyyyy) or earlier....
And you directly refused me to make any modifications in the AI code.
Originally posted by Goober5000
I don't think Hornets ever hit anything.
Those who are used to UberModernWeaponry say this.
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The code shouldn't have been changed. Kasperl, what did you see?
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i only checked the timestamps on the files in the dir with the AI files in it. forgot the name, it was something with ship IIRC.
and TA, err, where? I can't even write C, and i can barely read enough of it to extract a few things from the code, i have nothing to do with the actual coding, and i don't even have CVS write acces.
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Originally posted by Goober5000
I don't think Hornets ever hit anything.
Hornets owned in FS1, but with FS2's missile seeking system they're more than useless.
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i noticed the AI might have gotten better on LAN play, now that i re-read this. I was fighting Uly vs Uly, and I launched like 3 Harpoosn, not even hitting, untill the idiot AI turned to face me and i fired right into his face at 100 meters. But the locking on took ages, and either i just can't use a MS Sidewinder Force, or they really did get better.
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Originally posted by kasperl
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and TA, err, where? I can't even write C, and i can barely read enough of it to extract a few things from the code, i have nothing to do with the actual coding, and i don't even have CVS write acces.
It wasn't directed at you only, it is valid for everyone who had SCP avatar that time.
I will do a search to find that thread.
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is it just me or do Dogfight Tornadoes hit all the time you fire them at AI/9 year old little brother?
EDIT: It was a TvT so it weren't even Dogfight weapons.
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Found it:
You not refused to help on it, you simply refused to post.
http://www.hard-light.net/forums/index.php/topic,17069.0.html
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that was what, half a year ago?
btw, IIRC that was already inside the code-freeze, that, and the AI is hard to improve.
Once again, if you really want that feature, start paying the coders or grab a C book.
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You have just refused making improvements on the Ai. So what I wrote a few posts ago became true. :)
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There are two things about the AI: It's hard to code stuff with it without 1) messing everything up, and 2) breaking reverse compatibility. Many have tried it and have royally screwed things up. This is why we discourage it.
We'll have to figure out what was changed and go fix it.
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hum... FYI, pressing the Y button still crashes the game to desktop.
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Still playing with this build looking for stuff. I noticed in 2 missions that Alpha2's voice dialogue is missing (the female wingman) in the first mission at the portal against the shivans she misses a couple lines and later in "straight, no chaser" (when the psamptik is pwned by Sath2) a lot of that wingies dialogue is missing. I cant get access to mantis, they wont send me a confirmation email, so I can't post anything there atm.
Also I still get mega-brights in the nebula. PLS PLS PLS fix this! I think you may have tried, and it improved a little, but it still makes the nebula missions almost unplayable. Looking at the sun in any mission also does a full white-out, extremely annoying. You'd think they'd have adaptive glass or something that could deal with that sort of thing.
Otherwise fantastic work all around.
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Originally posted by mrfun
I cant get access to mantis, they wont send me a confirmation email
Are you using Hotmail? If so, try using a different email.
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I just tried this yesterday and I didn't get the intro movie. It didn't work on Kazan's build either. I have the zpack vp file installed, I'm wondering if it has to do with that or not.
I even tried going into the techroom and playing the intro movie there and it said the movie wasn't found...
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I haven't seen the intro movie in any build since January (Except for the one RT and Taylor were working on). Any idea when we get working movie code again?
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I see the intro every time I start up the game. With the new build and everything.
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So what's going on, then? is it the media vp?
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The movies aren't in the media.vp files although maybe we should consider making one for them. It would be pretty big though.
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Yeess!!! :D and hey I'll even make it
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I didn't mean the actual movies, silly billy. I have those already. I meant the revised campaign file or something that tells FS2 to play the movies.
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Originally posted by J3Vr6
I didn't mean the actual movies, silly billy. I have those already. I meant the revised campaign file or something that tells FS2 to play the movies.
Apparently they're obsolete now. Taylor fixed it so that FS2_open ignored any .mve extension and instead looks for a file with the same name.
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So are we supposed to put the movies somewhere else then, other than the main directory? Should I put them into the same folder I put my mediavp?
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Originally posted by J3Vr6
So are we supposed to put the movies somewhere else then, other than the main directory? Should I put them into the same folder I put my mediavp?
They can go in the base folder (same as the executable) or under /data somewhere (ie. /data/movies). It will look for avi and then mpg movies. If it doesn't load one you can just try copying any mpg or avi file to intro.mpg (or .avi) and see if it loads. Also, I'm sure you already know this but movies don't play when running the game in a window (just making sure). Also try OGL and D3D if you don't mind just in case there is some strange problem there.
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Yea, the movies play just fine for me. Intro and the mission ones. I just watched the colls. one.
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I put this under the Kazan build but it applies here too:
"Oh, forgot to mention that I tried playing with OpenGL but the mainhall was really dark. When I tried to play a mission, it would begin to load but when it got to the last little light in the loading screen it would just completely freeze."
It wouldn't even let me control-alt-delete.
EDIT: Forgot to mention that any other build (ie. the one from january) would let me play the movies. I don't know why they're not playing anymore :( I had them all in the main freespace directory.
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Do you have a FS_open mod dir? I ask because I made one and when I tested it out the movies did not play any more. Maybe that is it.
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Ubermetroid: I did two things yesterday: I downloaded the latest mvcore pack and also copied all the movies to my mediavp mod folder. I don't know if it was the updated vp file or putting them into the folder, but they're working again.
OpenGL still won't work for me, though. The mainhall and game load fine, although really really dark. When I go into a mission, it freezes at the last loading bar. System specs:
Geforce 2 MMx 32 megs (As far as I know, this should still be able to run OpenGL, here (http://dmzweb3.europe.creative.com/usenglish/graphics/US_3DB_Annihilator2MX_TS.htm) are its specs)
AMD 2400, clocked at 2000 ghz
512 megs of memory
Windows 98SE
DirectX 9.something
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Originally posted by ubermetroid
Do you have a FS_open mod dir? I ask because I made one and when I tested it out the movies did not play any more. Maybe that is it.
Dude, you're a genius. :) That's the problem indeed. The files aren't getting added to the CFILE cache properly and if they are outside of the physical search pattern then it can't find them. If you are using "-mod" then putting the movies in the moddir root should make them work.
It took longer to pick my nose than to fix this problem but it's definitely something that slipped through. I've got a new build coming out today to test the new Linux/Win32 stuff before code merge and it will have this fix. Beyond that, just move the movies to the moddir root for now.
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What about the OpenGL issue? :(
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J3Vr6 - Why not use D3D?
taylor - Sweet! I did something good!
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Originally posted by taylor
Dude, you're a genius. :) That's the problem indeed. The files aren't getting added to the CFILE cache properly and if they are outside of the physical search pattern then it can't find them. If you are using "-mod" then putting the movies in the moddir root should make them work.
You know. I really should have thought of that one myself :D
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Originally posted by ubermetroid
J3Vr6 - Why not use D3D?
I have been using D3D. But I have a Geforce card and wanna see the game in OpenGL.
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?? I would think it would look the same, right?
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OpenGL can look better in some cases, it's hard to explain, but it can do. Also I think there can be a marginal performance boost on some cards...
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I run the game sometimes in D3D and other times in OGL with my GF4... both have their own quirky problems and both sets of problems are different... the main problem is that neither nVidia nor ATI correctly follow D3D or OGL, they both add their own flavor of shortcuts, which makes it tough on programmers
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in D3D, I just got into the mission in the nebula in the campaign..
Man that's bright!!!
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Use the -2d_poof command to correct that.
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that's a flag? I didn't know that one. Can I hug you?
btw, before we get all emotional, what does that do?
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Just a guess: It will reduce your performance ;)
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it does? I didn't notice any reduction in fps, but it does fix the overbright nebulas at any rate.
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To be honest, I don't have any clue.
But I believe, that the poofs are handled as 2d graphics.
So they are not hardware accelerated anymore...
So it's slower... (?)
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...but it's in software mode so no videocard will mess it up?
My 2 cents.
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Well I tried that -2d_poof and guess what? The nebulas still came out bright as hell. And I'm playing the campaign right now where all u do is fight in nebulas, ugh.
Also, thrusts and stuff seem to show up before the model sometimes. I know this has probably been said before. And turrets sometimes become see thru. Wierd...