Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: karajorma on February 28, 2007, 11:09:20 am
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Wanderer asked me for a more recent HEAD build than he was using and I noticed it had been a while since we had one posted so here it is.
http://fs2source.warpcore.org/exes/karajorma/FS2_Open_HEAD_CVS_20070228.7z (http://fs2source.warpcore.org/exes/karajorma/FS2_Open_HEAD_CVS_20070228.7z)
As usual with HEAD builds this isn't for newbies. You should only be using this if you're willing to do some work yourself to troubleshoot your problems before you come running for help. You should also be willing to report real bugs in Mantis.
Everyone else can stick to 3.6.9 as we went to a lot of trouble making it for precisely that reason.
WARNING: This build will corrupt your pilot files!! Do not use pilots with this build and other builds!! - taylor
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Works fine for me (for now).
Wepon recharge rate and shield recharge rate also work :D
B.t.w. - are they affected by ETS settings?
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il give it a go when i get back to scripting. focusing on some modeling lately.
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I didn't really put it up for testing (although people are welcome to do so). I put it up cause Wanderer wanted a recent HEAD build and I don't think it fair to put up builds privately when there are other people who need them. :)
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Noob question: Wats a HEAD Build?
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If you need ask that then you do not need the build :P...
It refers to a executable compiled using files from the FSOpen's CVS code's HEAD branch. HEAD branch is the one where all the new features will be added... and bugs. Basically if you do not need the features then do not use these builds. Only modders who actually need those should use HEAD branch builds while casual gamers and modders should stick to much more stable 369 branch builds.
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The FRED build included with this set, as well as one of Taylor's XT builds from the day before, appear to display no ship info. Where you usually see the name of the ship and the short name of the class, and co-ordinates if you enable them, you just get nothing. Shall I Mantis this?
On the upside, you no longer get the continuous U.R.A. Moron naming that I'd seen on previous HEAD builds.
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Yeah. I'd noticed that. Mantis it.
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Mantis isn't working for me right now, so I don't know if that FRED bug has been filed yet or not. I did look into it quickly, and there is some issue with the fonts. I don't have the ability to debug Windows apps very easily though, so I'm not even going to bother with it. Someone just needs to set a watch point on "Fonts[0].num_chars", and figure out when it's getting reset to 0. Possibly just a memory overwrite somewhere.
I assume that my X build previous to this one didn't have the error though, correct? If not then it's not likely one of my changes, since nothing from the newest build has been added to either branch in CVS. If my last X build did have the same problem then it might have been caused by me, since I'm amazingly good at creating freakish array boundry issues.
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Your last build (January 24) works fine. It's only this new one that has the problem.
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Your last build (January 24) works fine. It's only this new one that has the problem.
My last build was from the 12th (http://icculus.org/~taylor/fso/willrobinson/Xt0212-win32.rar).
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I guess I hadn't seen that one. In any case, the ship info works fine in that too.
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No problems with your February 12th XT build, Taylor.
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If you need ask that then you do not need the build :P...
Well, I do use CVS and such builds regurlary, But I never knew what a HEAD Build is... but because I now its very close to the edge... downloading and testing... at weekend! (yeah, thats the only time i can play FS2.... stupid parents...
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Added a warning to the top post that this build will corrupt your pilot files. This was only just discovered though, and wasn't intentional. If you use any CVS HEAD build from the 10th or newer, then DO NOT use that pilot with any other builds. Any pilot used with these builds should be considered garbage, should not be used with older bulids, and the files will not work properly once we fix this problem.
(NOTE: My "X" builds are based on the stable CVS branch, and do not suffer from this problem. If you have only used one of those then you are safe.)
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What if we've only used the FRED builds of this?
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What if we've only used the FRED builds of this?
You should be ok in that case. It will only really be an issue if you play a normal game.
The second you get past the initial pilot select screen though, that pilot is permanently corrupted. So long as you don't load a particular pilot with these HEAD builds, everything will be ok and all other pilots will be safe to use in regular builds.
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Why cant we activate the JPG-Tga flag? is it default now?
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Why cant we activate the JPG-Tga flag? is it default now?
Yeah, it's default now. DDS textures will try to load first though, then TGA -> JPG -> PCX. Loading is done by location priority now, so it will just get the best match from the first directory that it finds a valid format. There are a couple of bugs in the loading code which messes up on a couple of specific places (support ships, Herc LOD1), but those bugs have already been fixed, just not added to CVS yet (been too sick, right now I'm just trying to avoid puking all over my keyboard :sigh:).
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Kinda odd... i have been using same pilots with this build and fs2_open_3_6_9-Xt_0227.exe build without any problems.
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Kinda odd... i have been using same pilots with this build and fs2_open_3_6_9-Xt_0227.exe build without any problems.
Which, unfortunately, is why no one noticed the problem until just recently. Your pilot data is corrupted, particularly red-alert loadout and status, but also anything that comes after it in the file: player loadout, scoring info and techroom data. And there is no way to really fix it once the files are corrupted.
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Hang on a sec. I've seen lots of reports of problems with both loadout in campaigns and red alert bugs in the 3.6.9 branch too recently. Is that from the same cause?
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Hang on a sec. I've seen lots of reports of problems with both loadout in campaigns and red alert bugs in the 3.6.9 branch too recently. Is that from the same cause?
Nope. The code issue in question is only in HEAD.
There is a loadout issue that occurs in both branches, it just isn't fixed in CVS yet. That was actually another bug fix, but so many people are taking advantage of such a god awful bug (when they shouldn't and don't need to) that the previous fix has to be reverted.
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A few comments on the 2/27 X (stable) build, as I can't find any other place to post about it:
There is something wrong with the debug version of this build. When an error comes up, it goes into an unending cycle of minimizing and maximizing the game very rapidly, so fast that I can't close it in the task manager, and effectively crashes my computer. I'm actually getting this whenever the game displays a briefing stage with lines in it, but I can't tell whether it's specific to that or if it's a general, error message popup issue. Not sure if this is a bug in the code or just something with this particular build. The release build has no problems.
The crashes during mission loading seem to be more frequent in this build, although all the builds have done it for a while now. Although I'm not sure if this will help any, I got the debug logs from a crash and a successful load for the same mission. The last entry in the crashed log file is "ANI Lamprey_Impact.ani with size 80x80 (37.5% wasted)" and the next entry in the other log is "ANI 2_lock1.ani with size 53x53 (17.2% wasted)," so it's apparently crashing on that. There are three points in the loading sequence where I've repeatedly seen the crashes though, so this may not necessarily mean anything. The release and debug builds both crash the same way, with the generic windows error.
There are also some performance problems in this build. I'm noticing the framerate drop sharply several times near the beginning of many missions, although I haven't been able to determine exactly what causes it. It was not an issue in the 1/24 X build I was using earlier though.
Finally, I think there is some odd behavior with certain large ships blowing up, where the debris seems to contain two copies of some parts of the ship. I don't remember seeing it before, but want to confirm it before putting it on Mantis.
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There is something wrong with the debug version of this build. When an error comes up, it goes into an unending cycle of minimizing and maximizing the game very rapidly, so fast that I can't close it in the task manager, and effectively crashes my computer...
That's not exactly supposed to happen, but it's not terribly surprising. There is new warning popup code in the works (that doesn't ever take you out of the game) but it's only partially completed. I haven't had the time or energy to finish coding it yet.
The crashes during mission loading seem to be more frequent in this build, although all the builds have done it for a while now.
Some of this is known, and fixed, but the code is still fairly new at this point. Wait for the next build and if it's still as bad then let me know.
Finally, I think there is some odd behavior with certain large ships blowing up, where the debris seems to contain two copies of some parts of the ship. I don't remember seeing it before, but want to confirm it before putting it on Mantis.
Umm, you'll probably have to provide a screenshot for me to know exactly what you are talking about. Depending on the debris for the ship though, it will render it all and eventually just leave you with the debris peices. On some ships this is worse than on others and makes it look a bit strange, but it's not actually doing anything that it hasn't always done.
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Why cant we activate the JPG-Tga flag? is it default now?
Yeah, it's default now. DDS textures will try to load first though, then TGA -> JPG -> PCX. Loading is done by location priority now, so it will just get the best match from the first directory that it finds a valid format. There are a couple of bugs in the loading code which messes up on a couple of specific places (support ships, Herc LOD1), but those bugs have already been fixed, just not added to CVS yet (been too sick, right now I'm just trying to avoid puking all over my keyboard :sigh:).
Good work, I figured the black (non-transparant) tercoc01 targetviews where caused by the TGA-JPG loading first... It seems the DDS Tercoc01 that is probivedd.. somewhere has transparancy... The only way to solve that in the 3.6.9 stable release is to disable the jpg/tga texturing (as I say in this topic (http://www.hard-light.net/forums/index.php/topic,45897.0.html)
Its now official, I am no longer a noob!
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Umm, you'll probably have to provide a screenshot for me to know exactly what you are talking about. Depending on the debris for the ship though, it will render it all and eventually just leave you with the debris peices. On some ships this is worse than on others and makes it look a bit strange, but it's not actually doing anything that it hasn't always done.
uh, never mind what I said. I just found that it was actually a model problem. :p I don't know why I never noticed it until now.
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Why cant we activate the JPG-Tga flag? is it default now?
Yeah, it's default now. DDS textures will try to load first though, then TGA -> JPG -> PCX. Loading is done by location priority now, so it will just get the best match from the first directory that it finds a valid format. There are a couple of bugs in the loading code which messes up on a couple of specific places (support ships, Herc LOD1), but those bugs have already been fixed, just not added to CVS yet (been too sick, right now I'm just trying to avoid puking all over my keyboard :sigh:).
Could this be the cause for the target view/shield icon bug I reported a few days ago?
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Could this be the cause for the target view/shield icon bug I reported a few days ago?
Possibly. I'll post a new build this weekend (a new one of my X builds plus a HEAD build) and you can find out for sure.
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Could this be the cause for the target view/shield icon bug I reported a few days ago?
Possibly. I'll post a new build this weekend (a new one of my X builds plus a HEAD build) and you can find out for sure.
GET ON WITH IT!
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I'm sure that was meant as a joke but please, a little more respect...
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He's sick, remember? *whisper*
Altered mental status
*/whisper*
EDIT: Why doesn't [spoiler][/spoiler]
work?
eg: This is a test.
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Because there are no spoiler hacks for the SMF board code. :P