Author Topic: important bugtest build  (Read 4183 times)

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Offline Bobboau

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important bugtest build
http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_3-5-05.zip

I just implemented a very important internal feature (nothing uses it yet) and I need to make sure that in the process I didn't screw anything else up. use this build and test against my last build to make sure there are no new bugs pay specal atention to textures, if there is any extra texture coruption then that is almost certanly a result of my tinkering.
also  a posable bug I'm wondering about is anything to do with improper aspect ratios being used, this will be evident if there are any severe misalignments.
any crashes that didn't happen in my last build especaly dureing level load or level shut down or between level load.

Added to the website.//redmenace
« Last Edit: March 31, 2005, 05:52:36 pm by 887 »
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Offline Turambar

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may i ask what youre playing with?

Edit: no texture problems and no loading-related crashes, just the random crashes
« Last Edit: March 05, 2005, 08:33:32 pm by 1794 »
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
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10:56:01   HerraTohtori: :D

 

Offline Bobboau

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render targets, textures that you can render to and then from.
there are a few imediate uses for them, and a few for further down the road. it should make assigning HUD elements to textures on a POF for example relitively easy, if not extreemly tedius.
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Nuke

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ooooh sweet :D
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Offline Vasudan Admiral

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No noticed texture bugs, one slight hud alignment bug: shown (faintly) here
(second segment of the hud is displayed below the third), and one ctd when a support ship was called in.
Here's the log entry, though it didn't happen again:
Code: [Select]
fs2_open_Bobboau_2-27-05 caused
an Access Violation in module fs2_open_Bobboau_2-27-05.exe
at 001b:00596eaa.
Exception handler called in Freespace 2 Main Thread.
Error occurred at 2/28/2005 20:27:30.
F:\Freespace2\fs2_open_Bobboau_2-27-05.exe, run by Dan.
2 processor(s), type 586.
511 MBytes physical memory.
Read from location 0d111194 caused an access violation.
Finally, i'm getting _massive_ framerate loss as opposed to your previous build - usually stays at about 120ish, but was averaging 20 in this build. It's especially bad with the damage particles.

Other than that it looks ok tho. :)
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Offline phreak

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we know about the support ship problem, i pointed it out that it was still happening after taylor made some changes.  apparently those changes were lost.
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Offline Bobboau

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or I haven't updated sence he put them in
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Offline WMCoolmon

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Hmm...

I played Halo a little, then figured I'd try out this build. Here's my prgress so far:

1) Set up my settings; all good features on, D3D, 1280x1024, turned off PCX32, forced AA and 16x anisotropic filtering with the nvidia panel, also enabled AA in the launcher.
Result: When the pilot screen and the main hall came up, the lower half of the screen was obscured by extremely rapid flickering. The top half was completely visible, the middle was partially visible, the lowest part wasn't visible at all. I tried to take a screenshot, but that just got the whole screen.

2) Exited FS, removed AA from the control panel (but left it on in the launcher) and started the current CVS compiling in the background.
Result: BSOD

3) Rebooted computer, started the build back up again with the same settings.
Result: Seemed to work fine for the interface.

4) Started the build with AA on in the nVidia control panel again.
Result: The flicker problem again

5) Started the build again w/o AA in the nVidia launcher, went into the lab, selected Herc Mark II LOD 1, clicked exit
Result: FS2 CTD'd

6) Started FS2 again
Result: All the images looked blocky, as if filtering had been turned off.

7) Restarted FS2 a few times
Result: Images have continued to be blocky.

Edit: Okay, the flicking problem seems to be in CVS, so it's probably not this.
Edit 2: The blockiness problem also occurs with CVS, although I don't know if it can be caused by it.
« Last Edit: March 06, 2005, 01:32:46 am by 374 »
-C

 

Offline Bobboau

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I know 5 happens with all the builds I've seen that feature in.

the new code is never actualy called anywere in this, so there realy should not be any problem unless I screwed something up without realiseing it, there realy should be virtualy no diference between the last build I posted and this one.

although I did make that change to gr_tmapper... that could acount for the performence drain someone reported, though the change I made should have actualy made things better, not worse, so I'm not sure. that code is in CVS so if any of the builds posted sence I added that gr_bitmap_list thing would have it too if that was the cause.
« Last Edit: March 06, 2005, 01:46:47 am by 57 »
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DEUTERONOMY 22:11
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Offline Bobboau

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http://freespace.volitionwatch.com/blackwater/fs2_open_Boboau_3-5-05a.zip

this build actualy uses the new interface, environment mapping is no longer the ubberhack of doom it was. now the only thing hacky about it is the rendering pass wich is part of the whole vertex buffer drawing hack problem.
Bobboau, bringing you products that work... in theory
learn to use PCS
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My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline WMCoolmon

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The crashes in the lab should be fixed in CVS. They don't happen in debug builds, which is why I missed 'em in the first place.
-C

 

Offline Bobboau

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oh, I _HATE_ those sorts of bugs.
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Vasudan Admiral

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I get the same stuff as in my first post, but i havn't seen that support ship crash thingie.
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Offline starfox

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fs2_open_Boboau_3-5-05:

Launcher: 1280*1024, OGL and all goodies selected.
"Deathbug" appears to be fixed. Well done ! No longer crash-reboots in lab. No crash, while calling the support ship (Tried it multiple times to be sure)
One slight problem I found, the camera sometimes "locks" behind my ship, effectively stopping all sliding. Activating afterburned
or accelerating "releases" the camera again.

One bigger problem. The VP_music bug seems to be back, I cant reach any campaing missions or third training mission with this file on. Also, nebulas and planets seem to take about second to load affter a missions starts.

fs2_open_Boboau_3-5-05a:

Another story: Launcher, run, very quick flash of the main menu and the immediate CTD. No questions asked !
« Last Edit: March 06, 2005, 05:33:48 am by 1857 »
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Offline taylor

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Quote
Originally posted by WMCoolmon
The crashes in the lab should be fixed in CVS. They don't happen in debug builds, which is why I missed 'em in the first place.

Found the model_unload() problem, fix going in now.  Kinda embarrassing. :sigh:

 

Offline Bobboau

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Quote
Originally posted by starfox
...OGL ...


I'm  D3D programer, I haven't even put in OGL stubs yet so it's going to crash
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together