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FreeSpace Discussion / Re: Screencap Contest: July 2025
« Last post by Mobius on July 14, 2025, 03:05:02 pm »Nice screenshots! 

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commit 7811207ca
Author: Taylor Richards
Commit: GitHub
fix decal shader compile error (#6829)
code/def_files/data/effects/decal-f.sdr | 10 +++++-----
code/def_files/data/effects/decal-v.sdr | 10 +++++-----
2 files changed, 10 insertions(+), 10 deletions(-)
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commit 672aa7f81
Author: Goober5000
Commit: Goober5000
apply display name updates to jump nodes too
code/jumpnode/jumpnode.cpp | 9 +++++++--
fred2/jumpnodedlg.cpp | 33 +++++++++++++++++++++++++--------
fred2/jumpnodedlg.h | 2 +-
3 files changed, 33 insertions(+), 11 deletions(-)
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commit d99c4ca17
Author: Goober5000
Commit: Goober5000
add display name text field to ship editor
code/parse/parselo.cpp | 4 +-
code/parse/parselo.h | 2 +-
fred2/fred.rc | 114 +++++++++++----------
fred2/jumpnodedlg.cpp | 4 +-
fred2/management.cpp | 14 +++
fred2/management.h | 1 +
fred2/resource.h | 2 +-
fred2/shipeditordlg.cpp | 62 +++++++++--
fred2/shipeditordlg.h | 2 +
fred2/wing_editor.cpp | 2 +-
qtfred/src/mission/Editor.cpp | 13 +++
qtfred/src/mission/Editor.h | 1 +
.../dialogs/ShipEditor/ShipEditorDialogModel.cpp | 52 ++++++++--
.../dialogs/ShipEditor/ShipEditorDialogModel.h | 6 +-
.../src/ui/dialogs/ShipEditor/ShipEditorDialog.cpp | 21 +++-
.../src/ui/dialogs/ShipEditor/ShipEditorDialog.h | 1 +
qtfred/ui/ShipEditorDialog.ui | 106 ++++++++++---------
17 files changed, 283 insertions(+), 124 deletions(-)
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commit fe1540c8a
Author: Goober5000
Commit: Goober5000
add 'Always save display names' option
fred2/fred.cpp | 2 ++
fred2/fred.rc | 3 +++
fred2/fredrender.cpp | 1 +
fred2/fredrender.h | 1 +
fred2/fredview.cpp | 14 ++++++++++++++
fred2/fredview.h | 2 ++
fred2/missionsave.cpp | 16 ++++++++++------
fred2/resource.h | 1 +
qtfred/src/mission/EditorViewport.h | 1 +
qtfred/src/mission/missionsave.cpp | 16 ++++++++++------
qtfred/src/ui/FredView.cpp | 4 ++++
qtfred/src/ui/FredView.h | 1 +
qtfred/ui/FredView.ui | 9 +++++++++
13 files changed, 59 insertions(+), 12 deletions(-)
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commit df1126923
Author: Goober5000
Commit: Goober5000
alphabetize accelerator keys, sort editor menu, sort ship dialog
fred2/fred.rc | 197 +++++++++++++++++++++++----------------------
fred2/shipeditordlg.cpp | 2 +-
qtfred/src/ui/FredView.cpp | 4 +-
qtfred/src/ui/FredView.h | 4 +-
qtfred/ui/FredView.ui | 30 ++++---
5 files changed, 123 insertions(+), 114 deletions(-)
Not sure if it'll help but as an addition, I've just finished Growing Silence (which was fantastic, new contender for favourite campaign!) and everything with the newsroom seemed fine there
Hopefully that means it's a simple misconfiguration on the first campaign. Thanks.
I wanted to replay them already so I took another look haha - I tried running Slaves of Chaos via debug first, and that seems to have fixed it! My best guess would be something to do with having played Slaves of Chaos shortly before the big update that brought Growing Silence and having config files left over or something, but I've no real clue. Hopefully I haven't wasted anyone's time looking for something that was probably just an issue on my end
Again, the way travel works in FS2 can be both good and very bad in terms of mission design and lore. When it takes a minute for any enemy ship from anywhere in the system to jump right on top of you, you have to get creative with how a small force can ever survive.
Well, because Subspace has not many mechanics associated with it, there is a lot you can do with it.
There are literally only three canon rules, established in FS1:
- A jump from system to system requires a node
- A jump through a node requires a specific drive
- Tracking a ship during a subspace jump takes special tech
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commit 22feeddc6
Author: Goober5000
Commit: Goober5000
ensure SEXP help has appropriate newlines or spaces
code/parse/sexp.cpp | 112 ++++++++++++++++++++++++++--------------------------
1 file changed, 56 insertions(+), 56 deletions(-)
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commit 6c35dac53
Author: BMagnu
Commit: GitHub
Allow autodetection of number of cores for threading (#6824)
code/cmdline/cmdline.cpp | 4 --
code/utils/threading.cpp | 104 +++++++++++++++++++++++++++++++++++++++++++----
2 files changed, 96 insertions(+), 12 deletions(-)
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commit 8e64845cf
Author: BMagnu
Commit: GitHub
Make sure to close the g3 frame (#6825)
code/radar/radarorb.cpp | 3 +++
1 file changed, 3 insertions(+)
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commit bdde909fa
Author: BMagnu
Commit: GitHub
Threading Framework & Threaded Collisions (#6814)
code/cmdline/cmdline.cpp | 10 +
code/cmdline/cmdline.h | 1 +
code/model/modelcollide.cpp | 26 +-
code/object/collideshipship.cpp | 665 ++++++++++++++++++++------------------
code/object/collideshipweapon.cpp | 218 +++++++++----
code/object/objcollide.cpp | 183 ++++++++++-
code/object/objcollide.h | 15 +-
code/ship/shield.cpp | 2 +-
code/ship/ship.h | 2 +-
code/source_groups.cmake | 2 +
code/utils/RandomRange.h | 6 +-
code/utils/threading.cpp | 82 +++++
code/utils/threading.h | 19 ++
freespace2/freespace.cpp | 8 +-
14 files changed, 827 insertions(+), 412 deletions(-)
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commit 6921f550c
Author: Kestrellius
Commit: GitHub
Enhanced functionality for conditional impacts (#6785)
code/debris/debris.cpp | 2 +
code/debris/debris.h | 1 +
code/network/multimsgs.cpp | 3 +-
code/object/collidedebrisweapon.cpp | 28 ++-
code/object/collideshipweapon.cpp | 4 +-
code/object/collideweaponweapon.cpp | 88 +++++++-
code/ship/shiphit.cpp | 112 ++++++++--
code/ship/shiphit.h | 5 +-
code/weapon/beam.cpp | 9 +-
code/weapon/weapon.h | 46 +++-
code/weapon/weapons.cpp | 416 +++++++++++++++++++++++-------------
11 files changed, 529 insertions(+), 185 deletions(-)
Again, the way travel works in FS2 can be both good and very bad in terms of mission design and lore. When it takes a minute for any enemy ship from anywhere in the system to jump right on top of you, you have to get creative with how a small force can ever survive.