Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: chief1983 on January 26, 2012, 02:35:42 pm
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RC5 here. (http://www.hard-light.net/forums/index.php?topic=80021.0) Go there.
(http://scp.indiegames.us/img/irrelephant.jpg)
RC4! Now with more bugs fixed! And no energy draining sugar!
Previous 3.6.14 RC3 Release Thread (http://www.hard-light.net/forums/index.php?topic=79664.0)
Important!!
As always, you need OpenAL installed. Linux and OS X come with it but Windows users will need to get Creative's OpenAL installer (http://connect.creativelabs.com/openal/Downloads/oalinst.zip).
Important!!
Also, since the internal code linking for TrackIR was revised, an external DLL is now required for FSO to use TrackIR functions.
The following DLL is simply unpacked in to you main FreeSpace2 root dir.
TrackIR is only supported on Windows.
TrackIR SCP DLL (http://www.mediafire.com/download.php?ihzkihqj2ky)
Launchers, if you don't have one already:
Windows: Launcher 5.5g (http://swc.fs2downloads.com/files/Launcher55g.zip) (Mirror (http://scp.fsmods.net/builds/Launcher55g.zip)) (Mirror (http://scp.indiegames.us/builds/Launcher55g.zip)) (Mirror (http://www.mediafire.com/?wdvzn7hhhzh418m))
OS X: Soulstorm's OS X Launcher 3.0 (http://www.hard-light.net/forums/index.php/topic,51391.0.html)
Linux: YAL (http://www.hard-light.net/forums/index.php/topic,53206.0.html) or by hand (http://www.hard-light.net/wiki/index.php/Fs2_open_on_Linux/Graphics_Settings) or whatever you can figure out.
All platforms: wxLauncher (http://www.hard-light.net/forums/index.php?topic=67950.0) (ongoing project for a unified launcher)
Known issues:
- The now-standard Inferno builds have trouble converting retail pilots. You might experience crashes. Post logs.
- See the list of Fix for next release (http://scp.indiegames.us/mantis/search.php?project_id=1&status_id%5B%5D=10&status_id%5B%5D=20&status_id%5B%5D=30&status_id%5B%5D=40&status_id%5B%5D=50&priority_id%5B%5D=40&priority_id%5B%5D=50&priority_id%5B%5D=60&sticky_issues=on&sortby=last_updated&dir=DESC&per_page=200&hide_status_id=-2) bugs - mark a bug as an elevated priority (high, urgent, immediate) to get it included in that filter.
- Here is the filter for Target 3.6.14 (http://scp.indiegames.us/mantis/search.php?project_id=1&status_id%5B%5D=10&status_id%5B%5D=20&status_id%5B%5D=30&status_id%5B%5D=40&status_id%5B%5D=50&sticky_issues=on&target_version=3.6.14&sortby=last_updated&dir=DESC&hide_status_id=-2) bugs.
- Fades loop badly (#2538 (http://scp.indiegames.us/mantis/view.php?id=2538))
- Previous attempt at text display glitches caused some fonts to be skewed beyond legibility (fixed in 8417+8420)
Shaders
In order to leverage changes in the shader code since 3.6.12, these are to be used to over-ride the MediaVPs shaders or in use for any mods.
Includes the Animated/Cloakmap shaders as well as optimized pixel lighting fragment shaders.
Shaders-3.6.14_Jan-23.zip (http://swc.fs2downloads.com/builds/Shaders-3.6.14_Jan-23.zip) (Mirror (http://scp.fsmods.net/builds/Shaders-3.6.14_Jan-23.zip)) (Mirror (http://scp.indiegames.us/builds/Shaders-3.6.14_Jan-23.zip)) (Mirror (http://www.mediafire.com/file/k2v8qxj127qy3ht/Shaders-3.6.14_Jan-23.zip))
MD5: 31b92c6a89fdf9fb490fca970e349932
WINDOWS Builds
Inferno Builds
If you don't know which one to get, get the third one (no SSE). If you don't know what SSE means, read this: http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions
You can use freely available tools like CPU-Z (http://www.cpuid.com/softwares/cpu-z.html) to check which SSE capabilities your CPU has.
fs2_open_3_6_14_RC4.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_14_RC4.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_14_RC4.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_14_RC4.zip))
This one is based on the SSE2 Optimizations from the MSVC Compiler.
MD5: 6e70ae2d459961796770fff214007635
fs2_open_3_6_14_RC4_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_14_RC4_SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_14_RC4_SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_14_RC4_SSE.zip))
This one is based on the SSE Optimizations from the MSVC Compiler.
MD5: ed057610eae37701736a5f7c73607984
fs2_open_3_6_14_RC4_NO-SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_14_RC4_NO-SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_14_RC4_NO-SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_14_RC4_NO-SSE.zip))
MD5: 862edc8c4fe7f0d97c95e703659a3935
What are those SSE and SSE2 builds I keep seeing everywhere?
Your answer is in this topic. (http://www.hard-light.net/forums/index.php?topic=65628.0)
OS X Builds
Inferno Build
FS2_Open-3.6.14_RC4.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.14_RC4.dmg) (Mirror (http://scp.fsmods.net/builds/OSX/FS2_Open-3.6.14_RC4.dmg)) (Mirror (http://scp.indiegames.us/builds/OSX/FS2_Open-3.6.14_RC4.dmg))
MD5: f24f4477a114f71128c46582603d5bd6
LINUX Builds
Inferno Build
fs2_open_3.6.14_RC4.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3.6.14_RC4.tar.bz2) (Mirror (http://scp.fsmods.net/builds/LINUX/fs2_open_3.6.14_RC4.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/LINUX/fs2_open_3.6.14_RC4.tar.bz2))
MD5: 74195b08e7f6593b0ba56894ce3b3942
Source Code Export
fs2_open_3_6_14_RC4_src.tgz (http://swc.fs2downloads.com/builds/fs2_open_3_6_14_RC4_src.tgz) (Mirror (http://scp.fsmods.net/builds/fs2_open_3_6_14_RC4_src.tgz)) (Mirror (http://scp.indiegames.us/builds/fs2_open_3_6_14_RC4_src.tgz))
MD5: f0badbac45da1d6dd15654a5cdd30ca4
Changelog since the last RC:
( Additionally, see here: 3.6.13 Changelog (since 3.6.12) (http://www.hard-light.net/forums/index.php?topic=69362.0) )
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r8331 | chief1983 | 2012-01-22 22:47:28 -0600 (Sun, 22 Jan 2012) | 1 line
Backport: Trunk 8254; Fixes #2571 - Changes a value in each config to match the config name.
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r8332 | chief1983 | 2012-01-22 22:52:47 -0600 (Sun, 22 Jan 2012) | 1 line
Backport: Trunk 8260; Fix for mantis #0002480: when emptying secondary banks use the standard function...
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r8333 | chief1983 | 2012-01-22 22:53:43 -0600 (Sun, 22 Jan 2012) | 1 line
Backport: Trunk 8261; Fix for Mantis 2572: Just dont render 0.0 Laser Length weapons
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r8334 | chief1983 | 2012-01-22 22:54:20 -0600 (Sun, 22 Jan 2012) | 1 line
Backport: Trunk 8262; need to use subsystem_stricmp for subsystems
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r8335 | chief1983 | 2012-01-22 22:56:33 -0600 (Sun, 22 Jan 2012) | 1 line
Backport: Trunk 8263 + 8271; Fix for Mantis 2573: Special Hitpoint settings get carried over when deleting and adding ships in FRED && update to revision 8263: one should probably reset the special shields if you reset special hitpoints
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r8336 | chief1983 | 2012-01-22 22:57:30 -0600 (Sun, 22 Jan 2012) | 1 line
Backport: Trunk 8265; Fix for Mantis 2553: Fix overdrawing subspace glows by changing them from thrusters to normal bitmaps therefore avoiding a render time problem with the thruster geometry batcher.
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r8337 | chief1983 | 2012-01-22 22:58:29 -0600 (Sun, 22 Jan 2012) | 1 line
Backport: Trunk 8266; Fix for Mantis 2574: Timestamps do not work that way, also fixed the rapid fire "Out of Energy" sound for fighter beams.
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r8338 | chief1983 | 2012-01-22 22:59:07 -0600 (Sun, 22 Jan 2012) | 1 line
Backport: Trunk 8269; These error messages need to be waay clearer
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r8339 | chief1983 | 2012-01-22 22:59:41 -0600 (Sun, 22 Jan 2012) | 1 line
Backport: Trunk 8270; Fix for Mantis 2461: Check to see if the reduced damp timestamp is valid so we don't get ridiculous acceleration values.
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r8340 | chief1983 | 2012-01-22 23:00:22 -0600 (Sun, 22 Jan 2012) | 1 line
Backport: Trunk 8272; Fix for Mantis 2576: Use the beam direction as the applied force vector
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r8342 | Zacam | 2012-01-23 12:11:25 -0600 (Mon, 23 Jan 2012) | 1 line
Backport: Trunk 8274-8286; LLVM Warnings Fixes from Echelon9.
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r8343 | chief1983 | 2012-01-23 12:18:54 -0600 (Mon, 23 Jan 2012) | 1 line
Backport: Trunk 8289 + 8310; Fix for Mantis 2522: Moved the calculation of the sprite rotation to get the updated orientation matrix after dock calculation. && Follow up to 8289: Change the rotation back to relative cause of flipping out billboards at certain viewing angles and fix the dock rotation another way.
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r8345 | chief1983 | 2012-01-23 16:20:59 -0600 (Mon, 23 Jan 2012) | 1 line
Backport: Trunk 8291; Fix a few unused variable warnings that popped up after recent commits by Echelon9
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r8346 | chief1983 | 2012-01-23 16:21:49 -0600 (Mon, 23 Jan 2012) | 1 line
Backport: Trunk 8293; Small scripting documentation fix: modeltextures -> modeltextures_h.
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r8347 | chief1983 | 2012-01-23 16:22:33 -0600 (Mon, 23 Jan 2012) | 1 line
Backport: Trunk 8294; Fix for Mantis 2575: Don't increment array indices without checking for the maximum.
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r8348 | chief1983 | 2012-01-23 16:36:01 -0600 (Mon, 23 Jan 2012) | 1 line
Backport: Trunk 8295; tie scramble-messages and unscramble-messages into the communications subsystem status so that they will affect all aspects of communications in a consistent way (squadmsg menu, dashed text, etc.)also make hud_communications_state() be a pure function, i.e. one without side effectsalso fixes Mantis #2577
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r8349 | chief1983 | 2012-01-23 16:37:35 -0600 (Mon, 23 Jan 2012) | 1 line
Backport: Trunk 8297; Purely aesthetic. I have no idea what a packlock is.
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r8351 | chief1983 | 2012-01-23 16:53:33 -0600 (Mon, 23 Jan 2012) | 1 line
Backport: Trunk 8298 + 8350; From Valathil: Adjusts view point rotation in 3rd Person/chase view. This is especially apparent in Nebula missions where rotating in Chase View is radically different from cockpit view. This fix corrects that, and has additionally been tested in Multiplayer. && Follow up to 8289 + 8310: Make the sprite rotation independent of the camera direction and revert the docking change and make it simpler
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r8352 | chief1983 | 2012-01-23 16:56:02 -0600 (Mon, 23 Jan 2012) | 1 line
Backport: Trunk 8299 + 8302; the proper way to fix Mantis #2441 is by modifying the team_visibility_update function && follow-up to 8299: we need to check visibility for our own team in case we have a friendly-stealth-invisible ship covered by AWACS, or something\nalso, clarify terminology: in-frustum/not-in-frustum replaces visible/invisible\nand do some minor rewrites for additional clarification
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r8353 | chief1983 | 2012-01-23 16:59:19 -0600 (Mon, 23 Jan 2012) | 1 line
Backport: Trunk 8300; don't remove the escort flag from invisible ships that aren't on the escort list (fixes Mantis #2057). also, don't remove dead or dying ships from the escort list, because due to the design of the culling function, they were never removed previously
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r8354 | chief1983 | 2012-01-23 17:00:04 -0600 (Mon, 23 Jan 2012) | 1 line
Backport: Trunk 8301; Documentation: Missionweaponchoice.cpp and related changes. Removed a few redundant functions.
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r8355 | chief1983 | 2012-01-23 17:00:34 -0600 (Mon, 23 Jan 2012) | 1 line
Backport: Trunk 8304; Documentation: pedantic rename of this function to describe it better
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r8356 | chief1983 | 2012-01-23 17:01:18 -0600 (Mon, 23 Jan 2012) | 1 line
Backport: Trunk 8305; quash a warning
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r8357 | chief1983 | 2012-01-23 17:04:12 -0600 (Mon, 23 Jan 2012) | 1 line
Backport: Trunk 8326; Fixes #2578 - Change the < in these checks against NAME_LENGTH to <=.
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r8358 | chief1983 | 2012-01-23 17:06:05 -0600 (Mon, 23 Jan 2012) | 1 line
Backport: Trunk 8327 + 8341; Fix for Mantis 1997: 'Filename too long' warning for nonexistant textures. && Followup to 8327: Texture names from pofs are provided without extension, so we have to make sure to account for it.
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r8359 | chief1983 | 2012-01-23 17:16:30 -0600 (Mon, 23 Jan 2012) | 1 line
Backport: Trunk 8329; fix Mantis #2579
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r8360 | chief1983 | 2012-01-23 17:16:58 -0600 (Mon, 23 Jan 2012) | 1 line
Backport: Trunk 8344; Fix for Mantis 2580: Use the texture matrix in the vertex shader to support texture panning.
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r8364 | chief1983 | 2012-01-23 18:14:49 -0600 (Mon, 23 Jan 2012) | 1 line
Backport: Trunk r8361; upgrades to the docking system to incorporate docking animations -- incidentally, fixes Mantis #2581. also, remove DOCK_BACKUP_RETURN_VAL which never did anything even in retail
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r8365 | chief1983 | 2012-01-23 18:18:31 -0600 (Mon, 23 Jan 2012) | 1 line
Backport: Trunk r8362; Makes a very strangely coded warning more readable and useful.
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r8366 | chief1983 | 2012-01-23 18:19:14 -0600 (Mon, 23 Jan 2012) | 1 line
Backport: Trunk 8363; Fix for Mantis 2583: Reinitialize the timer right when changing selection modes.
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r8371 | chief1983 | 2012-01-25 15:19:10 -0600 (Wed, 25 Jan 2012) | 1 line
Backport: Trunk 8368; Fix for Mantis 2556: Check if the mouse cursor is really there before drawing it.
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r8372 | chief1983 | 2012-01-25 15:37:25 -0600 (Wed, 25 Jan 2012) | 1 line
Backport: Trunk 8369; From Eli2: Mantis #2538: Fade-in time limitation. Testing in Multiplayer as well, no drastic incompatibility found. (If the host is patched but the client is not, then the timing returns are a little funny, but it doesn't cause for any crashes)
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r8374 | chief1983 | 2012-01-25 23:27:06 -0600 (Wed, 25 Jan 2012) | 3 lines
Backport: Trunk 8373; partial fix for Mantis #2582:
--add Vasudan Admiral's fix for setting submodels to their initial positions
--add trigger for moving submodels to their docked positions when an initially-docked ship arrives
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r8375 | chief1983 | 2012-01-25 23:47:25 -0600 (Wed, 25 Jan 2012) | 1 line
RC4 BUILD STAGE COMMIT: Sets Revision and Version properties to this commit version.
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From IssMneur's post in the RC3 thread:
There are two test missions for demoing the effect of the bugs that we are trying to address. The sound code test missions (http://lazymodders.fsmods.net/files/NewSoundCodeTestMission.rar) are courtesy Axem. The archive contains two mission files that you should just place in your data/missions folder or mediavps/data/missions folder.
The two missions are of equal equal importance. One is a progression of the different storm types (which varies the amount of possibly overlapping thunder sounds), the other is a wing of fighters warping in shortly after the mission starts. In both cases the intent is to listen for cracking in the sounds. The default settings of the RC should/do prevent any cracking, however the knobs that are mentioned such as -donotenforce do causing the audio to crack on my system when the fighters warp in or when lighting is very frequent.
See QuantumDelta's demo video (http://www.youtube.com/watch?v=yBBONSZWTCA) of the problem. Note that the -listenergain as mentioned is the video is not available any longer because there was no debate about its effects (see this old post (http://www.hard-light.net/forums/index.php?topic=77889.msg1544076#msg1544076) if it is really bothers you to try listenergain yourself).
The two knobs that can be tweaked are below, note that these flags will not be in the final version of 3.6.14.
- -donotenforce = to turn off concurrent playback limit for sounds.
- -percent_flashtobang = sets the default percentage of nebula flashes get converted to bangs. Default is 50, max 100, min 0.
A response template lifted from Zacam in the original discussion thread.
[list]
[li][b]FSO Sound Device Selection:[/b] <to be filled in, copy from the launcher>[/li]
[li][b]Sound Device:[/b] <to be filled in>[/li]
[li][b]Driver:[/b] <to be filled in>[/li]
[li][b]OpenAL version:[/b] <to be filled in>[/li]
[li][b]OpenAL Soft (version and type):[/b] <to be filled in>[/li]
[li][b]Speaker Setup:[/b] <to be filled in>[/li]
[li][b]Settings found Acceptable:[/b] <to be filled in>[/li]
[/list]
Example values for the above template (again lifted and modified from Zacam's OP):
- FSO Sound Device Selection: Speakers (Creative SB X-Fi) via DirectSound
- Sound Device: X-Fi Fatality XtremeGamer
- Driver: Creative Sound Blaster X-Fi series driver 2.18.0015
- OpenAL version: 2.0.7.0 Installer (OpenAL 1.1; OpenAL32.dll version 6.14.357.24; wrap_oal.dll version 2.2.0.5)
- OpenAL Soft (version and type): 1.13, soft_oal.dll
- Speaker Setup: 4.1 (Windows: Quadraphonic)
- Settings found Acceptable: -percent_flashtobang 55
EDIT: It wouldn't hurt to suggest initial values for the parameters that people can then tweak, i.e., suggest actual numbers in place of the ones I made up and then tell people to copy the entire resulting string into their custom flags. It'd hopefully make getting the test set up a bit easier, too.
The defaults are the suggested initial values, which is what we are trying to evaluate (that the defaults will be acceptable to most people).
If a modder wants to change the defaults, see this the 7814 commit message (https://svn.icculus.org/fs2open?view=rev&revision=7814).
EDIT: maybe I am done adding stuff, now that people are done deleting stuff and making suggestions :D
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Any chance that r8337 also fixes the weapon energy bug?
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The weapon energy bug is fixed as indicated by the Mantis ticket that is linked to both the fix in trunk and the backport to 3.6.14.
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I think -percent_flashtobang is bugged. If I set it to 0, it doesn't appear to work - I get plenty of bang with my flash. If I set it to 1, I very rarely hear any bangs, as expected. However, if I add an active nebula to clippingtest.fs2, then even though I hear no thunder I get lots of clipping. Without the nebula, clippingtest.fs2 sounds perfect, as does nebtest.fs2 without the warpout or engine noise of nearby fighters.
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Any chance that r8337 also fixes the weapon energy bug?
You think i've been sitting on my ass the whole time doing nothing.
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I've verified that an outdated version of the OpenAL dll was what was crashing my launcher before. I thought I'd tested that, but whatev.
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Was that the official OpenAL? It hasn't been updated since summer 2009.
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It was from 2006.
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- FSO Sound Device Selection: Speakers (Conexant 20585 SmartAudio HD) via DirectSound
- Sound Device: Conexant 20585 SmartAudio HD
- Driver: Conexant 20585 SmartAudio HD 4.95.48.50
- OpenAL version: 2.0.7 Installer
- OpenAL Soft (version and type): 1.13, soft_al.dll
- Speaker Setup: Headphones Senheisser HD 650
- Settings found Acceptable: flashtobang 100
EDIT: Every time I load the testing sound clip mission and restart it, the game crashes for me. Is this an issue for anyone else? Here's my debug log:
http://pastebin.com/P5WeuhnM
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Yes, I had the same crash, log is posted in the previous thread.
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That crash is caused by the mission having 6 ships in Beta & Gamma wing, where you can (in theory) modify the loadouts for Beta and Gamma wing. However, the code only expects you to have 4 ships in wings that you can modify. If you look at the ship selection window you'll notice that the Gamma wing has two ships in it and that one is locked. Those two ships are really Beta 5 & Beta 6. ;)
I haven't tried to fix this yet because fixing it would probably stop the mission from loading, and that would stop people from being able to give feedback on the sound code changes. (yes yes, I should probably just modify the mission so that it doesn't have this issue! i.e. remove Beta & Gamma from "Starting Wings", or add a Delta wing and make Beta/Gamma/Delta all 4 ships). Anyway, the issue should be in mantis anyway, so thanks for reminding me about this, I'll go add it now :)
Edit: I've modified the mission - could someone please update the 2nd post in this thread with this file? After running some tests of course - just because it worked for me...
[attachment deleted by a ninja]
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To enjoy clean audio in FSO with Asus Xonar, open the Xonar's audio center and enable Hi-Fi and GX modes. Then make sure you have official OpenAL installed, link is in the very beginning of the first post in this topic. Next, go to your FS2 folder and remove soft_oal.dll and openal32.dll if present. These files are more than likely from "OpenAL Soft".
Doing all of these steps will have two very noticeable benefits:
1) No more excessively loud sound effects, such as warp in and warp out.
2) Reduces or entirely removes distortion in audio effects.
Edit: ...Unfortunately enabling GX mode causes FSO to crash all the time. :doubt:
Edit 2: Actually never mind, seems like the crashes were unrelated. :p
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I just want to double check; Is Launcher 5.5g compatible with 3.6.14?
If I select any of the .14's (including RC4) from Launcher it crashes out :(
I can see fs2_open_3_6_14_RC4.exe being loaded in the task manager once I pick it from the Launcher and it churns away a bit for ~30% CPU but then instead of the Launcher appearing they both die...
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Rename Freespace2\data\cmdline_fso.cfg to cmdline_fso.cfg.old or something. See if that helps.
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You may have to update your OpenAL installation.
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Good call E!
OpenAL was technically up to date but there was an old OpenAL32.dll in my FS2 folder which I hadn't noticed.
Thanks for the hint; Would have taken me a lot longer to find that!
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Getting a problem on Post Meridian (and possibly other missions) on RC4 that doesn't happen in RC3. (also holy frak I forgot how awesome WiH was)
Here (http://pastebin.com/Tt7k68vj)'s the RC4 log where it happens.
Here (http://pastebin.com/kpvBNvWV)'s the error message it spews; this doesn't happen on the release build so it may be completely irrelevant.
and Here (http://pastebin.com/13U20avN)'s the RC3 log, I get past the point where it usually happens but then I die because Tevs
It's normally shortly after I've killed Aquarius wing and the Vilnius has jumped in.
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The Uriel does in fact have only 2 docking path points, so I'm gonna guess you've found a new feature rather than a bug - I think you could've kept playing the mission if you'd clicked No.
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The mission crashes. The Uriel thing may be relevant or irrelevant, but the release build simply crashes with no error. The debug build crashes the same way, but right after throwing up the error (which itself can be skipped past).
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Getting a problem on Post Meridian (and possibly other missions) on RC4 that doesn't happen in RC3. (also holy frak I forgot how awesome WiH was)
Here (http://pastebin.com/Tt7k68vj)'s the RC4 log where it happens.
Here (http://pastebin.com/kpvBNvWV)'s the error message it spews; this doesn't happen on the release build so it may be completely irrelevant.
and Here (http://pastebin.com/13U20avN)'s the RC3 log, I get past the point where it usually happens but then I die because Tevs
It's normally shortly after I've killed Aquarius wing and the Vilnius has jumped in.
I tried playing the mission in (non-debug) RC4 but it didn't crash. It did, however, feature completely unbearable audio. I'm gonna see if I can figure out how to capture a sample.
EDIT: And today I learned that when using Stereo Mix on my Realtek High Definition Audio (driver 6.0.1.6069) I need to switch the default playback device to Speakers or I won't get any sound.
Attached are three minutes of pain.
But man, it's the weirdest thing: if I switch to WaveOut, the sound is nearly perfect, but I only get the left channel.
[attachment deleted by a basterd]
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this is prob a newb question, but I dump the Shaders stuff into MediaVPs folder or the MediaVPs 3612 folder?
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Preferrably \mediavps_3612\ .
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I've tried using the RC4 while replaying WiH. However, on the very first mission (the opening cutscene), the screen "flashes black" every few seconds, and very regularly. This also happened when I loaded a checkpoint. Otherwise, however, the game has been fine, and if I use RC3 instead, there are no blackout flash things. Any idea of what's wrong here?
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Known bug with the fade out sexp and short fade times. There's a topic about it around here somewhere...
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I love what's being done here at the SCP so please don't take this as a criticism and I know everything here is done for free and with love.
1. RC4 HUD - Lower screen resolutions have off-centred or missing elements.
Tested under Win7 using fs2_open_3_6_14_RC4.exe, Training mission 3 of FSPort 3.3
640x480 - All the HUD elements seem oversized and centred about the bottom RH quarter of the screen.
800x600 - Radar and 12 O'clock element offset slightly to the left
1024x600 - No HUD elements on screen.
Higher resolutions seem correct ie. 1024x768 and 1920x1080 .
The HUD is correct when using 3.6.12 at 640x480, etc
I realise the focus is to make FS bigger, better and prettier but I also love playing at 640x480 on my HP netbook. I tried a nightly build from June and had the same issue so if it's well know and I've missed the FAQ where it's covered I apologise in advance.
2. In Game Dialog Box Mouse Trials
When the "New User Tip", "Do You Really Want To End The Mission?" and "Exit Game" dialog boxes are displayed the mouse pointer leaves "Mouse Trails" over the background but not the dialog box on my slow HP-110 netbook.
It was a minor issue with the TBP that was fixed with the DVD release (3.6.9) but is present in FSO 3.6.12 and RC4.
On my faster i7 desktop the glitch is almost invisible with the mouse pointer leaving only one after image on background (where it was as the dialog box appeared?).
-
The mouse trail problem is a known bug that was already fixed in updated shaders and is going to be fixed once the new mediavps come out. As for the hud problems it would be great if you could open a Mantis issue at http://scp.indiegames.us/mantis/ (http://scp.indiegames.us/mantis/) to speed up the process of someone looking at it.
-
Is there a chance someone could check good-secondary-time sexp? I don't know if it's me or fs2_open, but this sexp doesn't seem to affect AI behaviour and they still tend to launch tons of warheads.
-
As for the hud problems it would be great if you could open a Mantis issue at http://scp.indiegames.us/mantis/ (http://scp.indiegames.us/mantis/) to speed up the process of someone looking at it.
Done and updated - seems the HUD issue is limited to FSPort as the vanilla FS2 and BP:AoA HUDs are correct at 640x480 (but not STR).
-
One thing interesting I've noticed - while the music stutters horribly in Blue Planet missions where there's lots of ships and weapons fire, the moment I hit 'esc' to see the restart/quit menu, the music continues on normally.
-
Reproducible crash while docking with a support ship in the last mission of the main FS2 campaign (Apocalypse).
Assert: goal_objp != NULL
File: aicode.cpp
Line: 10160
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC4_DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_14_RC4_DEBUG.exe! WinAssert + 208 bytes
fs2_open_3_6_14_RC4_DEBUG.exe! ai_get_dock_goal_indexes + 238 bytes
fs2_open_3_6_14_RC4_DEBUG.exe! ai_cleanup_dock_mode_subjective + 215 bytes
fs2_open_3_6_14_RC4_DEBUG.exe! ai_dock + 144 bytes
fs2_open_3_6_14_RC4_DEBUG.exe! ai_execute_behavior + 457 bytes
fs2_open_3_6_14_RC4_DEBUG.exe! ai_frame + 2083 bytes
fs2_open_3_6_14_RC4_DEBUG.exe! ai_process + 290 bytes
fs2_open_3_6_14_RC4_DEBUG.exe! ship_process_post + 1828 bytes
fs2_open_3_6_14_RC4_DEBUG.exe! obj_move_all_post + 565 bytes
fs2_open_3_6_14_RC4_DEBUG.exe! obj_move_all + 352 bytes
fs2_open_3_6_14_RC4_DEBUG.exe! game_simulation_frame + 1115 bytes
fs2_open_3_6_14_RC4_DEBUG.exe! game_frame + 469 bytes
fs2_open_3_6_14_RC4_DEBUG.exe! game_do_frame + 239 bytes
fs2_open_3_6_14_RC4_DEBUG.exe! game_do_state + 379 bytes
fs2_open_3_6_14_RC4_DEBUG.exe! gameseq_process_events + 237 bytes
fs2_open_3_6_14_RC4_DEBUG.exe! game_main + 782 bytes
fs2_open_3_6_14_RC4_DEBUG.exe! WinMain + 330 bytes
fs2_open_3_6_14_RC4_DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_14_RC4_DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
I tried attaching the fs2_open.log, but the forum told me the 'upload folder is full.' Lost my post too, good thing I hadn't written much. Put it on pastebin instead:
fs2_open.log (http://pastebin.com/Bb7uu02a)
BTW, you'll note in the log that my movies don't play - for some reason I had them in AVI format. I'm downloading the OGG versions now.
-
Hey guys, im new to the forum, but have been getting mods and scp from here for a couple of years now. Love what you guys are doing to keep FS2 alive. That being said, i've run into an issue with the graphics in the RC 4 of 3.6.14. When i run the game, the new textures and shaders are present and seem to run correctly, however the ships lack the metallic textures seen in older versions of the mediavps and builds. While the graphics still exceed the stock graphics, the clay like ship textures seen in the original are present to an extent for most of the ships. If any one has an idea of how to fix this, or could direct me towards a solution, i would appreciate it. Thanks guys, and keep up the awesome work.
-
It's intentionally that way.
-
Hey guys, im new to the forum, but have been getting mods and scp from here for a couple of years now. Love what you guys are doing to keep FS2 alive. That being said, i've run into an issue with the graphics in the RC 4 of 3.6.14. When i run the game, the new textures and shaders are present and seem to run correctly, however the ships lack the metallic textures seen in older versions of the mediavps and builds. While the graphics still exceed the stock graphics, the clay like ship textures seen in the original are present to an extent for most of the ships. If any one has an idea of how to fix this, or could direct me towards a solution, i would appreciate it. Thanks guys, and keep up the awesome work.
you should post an fs2_open.log so we can see if there's an issue with custom flags not being active, or shader compilation failing for some reason.
-
After further testing, it's not mission dependent. I'm not sure why I was aborting my rearm repeatedly, but that's what does it - any aborted rearm gets that assert.
EDIT: Oh, hey, this one was in Mantis. My bad.
-
Alright, here is the fs2_open log. Ran the game from launcher 5.5g running 3.6.14 RC4 debug NO-SSE and Blue Planet 2. Some ships have a slight metallic look, but it is noticeably reduced over the older builds. It is most evident when viewing the GTF Draco in the tech room database. Thanks for the help guys.
[attachment deleted by a ninja]
-
OpenGL Renderer : ATI Mobility Radeon HD 5470
OpenGL Version : 3.1.9210
I am using that very same graphics card. The same line on my end reads OpenGL Renderer : ATI Mobility Radeon HD 5400 Series
OpenGL Version : 4.1.10666 Compatibility Profile Context
You should REALLY update your GPU driver. The 12.1 drivers are so far stable and have no issues with FSO.
-
Why the No-SSE? I don't see how or why somebody having that video system on a laptop would have it joined with an non-SSE or SSE2 capable processor.
-
I'd say so as well.
-
Thanks for the help guys, problem resolved it self after i updated the GPU drivers. Looking forward to playing through and enjoying the new updates. Running an SSE build now. Seems to run a little better as well.
-
After further testing, it's not mission dependent. I'm not sure why I was aborting my rearm repeatedly, but that's what does it - any aborted rearm gets that assert.
EDIT: Oh, hey, this one was in Mantis. My bad.
Yup, Mantis is A-1 SUPAR. Anyway, it's been fixed for RC5.
-
Cool. So, am I the only one for whom the new sound code sucks goats? And is there anything I can do to help further diagnose the problem?
-
- FSO Sound Device Selection: Generic Software on Speakers (Creative SB X-Fi), also available and not used: SB X-Fi Audio [DC00]
- Sound Device: Creative SoundBlaster X-Fi Elite Pro
- Driver: Creative SB X-Fi 6.0.1.1373 6/3/2009
- OpenAL version: OpenAL 1.1, OpenAL32.dll version 6.14.357.23, wrap_oal.dll version 2.2.0.5
- OpenAL Soft (version and type): none
- Speaker Setup: Headphones
- Settings found Acceptable: n/a
- Comments Haven't run the test mission yet, but when playing through tempest, some of the missions with many capital ships had serious issues playing beam sounds. The beam would start and be cut off prematurely most of the time.
-
not sure if it's 3.6.14 related, but I'm trying to new build and I got this error
Assert: count < max_ints
File: parselo.cpp
Line: 2218
KERNELBASE.dll! ReleaseMutex + 175 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 95 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! WinAssert + 208 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! stuff_int_list + 175 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! parse_weapon_bank + 288 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! parse_ship_values + 23323 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! parse_ship + 1013 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! parse_shiptbl + 374 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! parse_modular_table + 267 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! ship_init + 578 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! game_init + 1645 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! game_main + 519 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! WinMain + 330 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_14_RC4_DEBUG_NO-SSE.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 239 bytes
ntdll.dll! RtlInitializeExceptionChain + 194 bytes
-
Looks like you're running a mod with a bad weapons.tbl. Can you post your debug log?
-
out of a mix of curiosity and partial stupidity, where do I find that?
nvm, found it
==========================================================================
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: 3.6.13.8375
Passed cmdline options:
-env
-missile_lighting
-glow
-nomotiondebris
-spec
-normal
-3dshockwave
-ballistic_gauge
-dualscanlines
-orbradar
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-warp_flash
-snd_preload
-mod MMoS,MMoS,mediavps_3612
Building file index...
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\MMoS\' ... 859 files
Searching root 'C:\Games\FreeSpace2\MMoS\' ... 859 files
Searching root 'C:\Games\FreeSpace2\mediavps_3612\' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games\FreeSpace2\' ... 5 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 23 roots and 15534 files.
Setting language to English
TBM => Starting parse of 'mv_core-lcl.tbm' ...
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: Stereo Mix (Realtek High Defini
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
OpenGL Vendor : ATI Technologies Inc.
OpenGL Renderer : AMD Radeon HD 6570
OpenGL Version : 4.2.11318 Compatibility Profile Context
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".
Found special extension function "wglSwapIntervalEXT".
Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)
Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (la-f.sdr)
Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lba-f.sdr)
Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (ba-f.sdr)
Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (bga-f.sdr)
Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbga-f.sdr)
Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbgsa-f.sdr)
Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbsa-f.sdr)
Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbgsea-f.sdr)
Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbsea-f.sdr)
Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgna-f.sdr)
Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgsna-f.sdr)
Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbna-f.sdr)
Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbsna-f.sdr)
Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbgsnea-f.sdr)
Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbsnea-f.sdr)
Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfba-f.sdr)
Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbga-f.sdr)
Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbgsa-f.sdr)
Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbsa-f.sdr)
Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbgsea-f.sdr)
Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbsea-f.sdr)
Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgna-f.sdr)
Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgsna-f.sdr)
Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbna-f.sdr)
Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbsna-f.sdr)
Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbgsnea-f.sdr)
Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbsnea-f.sdr)
Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
Max texture units: 8 (16)
Max elements vertices: 2147483647
Max elements indices: 16777215
Max texture size: 16384x16384
Max render buffer size: 16384x16384
Can use compressed textures: YES
Texture compression available: YES
Post-processing enabled: NO
Using trilinear texture filter.
Using GLSL for model rendering.
OpenGL Shader Version: 4.20
... 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' ...
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' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-amr.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 'SM13-wep.tbm' ...
TBM => Starting parse of 'SIM-6N_Masakari-wep.tbm' ...
TBM => Starting parse of 'PromVar-wep.tbm' ...
TBM => Starting parse of 'LRDBBlue-wep.tbm' ...
TBM => Starting parse of 'BlueBeamsBaseTable-wep.tbm' ...
TBM => Starting parse of 'BlueBeamNew-wep.tbm' ...
TBM => Starting parse of 'Amaterasu-wep.tbm' ...
Weapon 'Hornet#Weak' requires the "player allowed" flag, but it's not listed! Adding it by default.
Weapon 'Harpoon#Weak' requires the "player allowed" flag, but it's not listed! Adding it by default.
Weapon 'Hornet#Weak#Shivan' requires the "player allowed" flag, but it's not listed! Adding it by default.
Weapon 'Harpoon#Weak#Shivan' requires the "player allowed" flag, but it's not listed! Adding it by default.
TBM => Starting parse of 'mv_effects-obt.tbm' ...
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' ...
TBM => Starting parse of 'TF-shp.tbm' ...
WARNING: "Boolean '+Dynamic' type unknown; assuming 'no/false'" at parselo.cpp:2025
ASSERTION: "count < max_ints" at parselo.cpp:2218
Freeing all existing models...
sry if this isn't 3.6.14 related. thought it might be cause there was no issue before. It makes sense that I have a weapon table not working. I've been trying to make my own beam cannons for a bunch of ships I retextured and retabled to look more like the Amaterasu. was really having difficulty with the sounds and prob goofed some stuff up in there. been crazy busy with it.
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Sorry if that has been noted or posted before. The game crashes when you abort R&R. Debug spew attached.
[attachment deleted by a ninja]
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The reload & rearm crash has been fixed for RC5 - it's even in this thread at the top of this page :p
After further testing, it's not mission dependent. I'm not sure why I was aborting my rearm repeatedly, but that's what does it - any aborted rearm gets that assert.
EDIT: Oh, hey, this one was in Mantis. My bad.
Yup, Mantis is A-1 SUPAR. Anyway, it's been fixed for RC5.
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sry if this isn't 3.6.14 related. thought it might be cause there was no issue before. It makes sense that I have a weapon table not working. I've been trying to make my own beam cannons for a bunch of ships I retextured and retabled to look more like the Amaterasu. was really having difficulty with the sounds and prob goofed some stuff up in there. been crazy busy with it.
I wasn't reading carefully enough before; it's actually the weapons on a ship in ships.tbl. So can you post your ships.tbl for this MMoS mod?
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oh. ok, sry. it's mostly my TFSD Anchorage that I'm having trouble with. dunno if it's something in my weapons either. those are the ones I tried making. it might help. I'm using Notepad ++ for the table editing. is there a better program I can use for tabling?
[attachment deleted by ninja]
[attachment deleted by a ninja]
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I use Notepad++ as well. That's about the best program I can suggest.
Some of your ships have four primary weapons on their turrets. That's most likely your problem; the game limits you to three primary banks and four secondary banks.
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you can configure notepad++ to markup your fs tables for you. it also marks up lua for anyone who does scripting, dandy little program to have.
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primarylist = ;
secondarylist = mediavps_3612;
so it just so happens that, being the nincompoop that I am, I left out the semicolon in the primarylist thinking nothing of it. it seems to work fine now :-) thanks guys
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It may work, but those four-primary turrets are going to continue to be a problem for that mod until you fix them.
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yeah, I did fix those. thanks for telling me that. I appreciate the help. sry if it didn't have anything to do with the new build. I just figured since the problem started after I began using the new build, it prob was associated
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I encountered serious slowdown when using 3.6.14 under Windows 7 x64. 3.6.12 (Win) works just fine as is 3.6.14 under Linux. Is it just a problem with my drivers?
Here are my logs made during 1st "mission" of BP-WiH:
Win (http://pastebin.com/kyVSnnaw)
Linux (http://pastebin.com/VDSPrbLH)
I checked the last mission of BP-AoA with 3.6.12 and 3.6.14 RC4 (both on Win) and results were about 20 fps and 5 fps respectively.
... and I know setting were a bit to high for my hardware. ;)
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No need to look further than
OpenGL Renderer : Intel 965/963 Graphics Media Accelerator
If you want good performance, you need a real discrete GPU.
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Changing GPU is impossible for me now. The real question is what is the source of such a huge difference in performance. It's confusing because I know it can and should work better than this.
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it could just be that win 7 is a resource hog compared to your linux version, for example I can run crysis 1 on my rig with XP but if i was to install Vista or 7 its a no go because of the increased resource demand
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It might be true but my KDE likes resources as well and it doesn't explain the difference between 3.6.12 and 3.6.14. I'm starting to think about compiling Windows build myself and checking the difference.
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You need to use the no_glsl commandline switch. Otherwise your "GPU" will try to run shaders it really isn't capable of using (FSO shaders are written against GLSL 1.2/1.3, your driver is reporting a max GLSL version of 1.1).
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You need to use the no_glsl commandline switch. Otherwise your "GPU" will try to run shaders it really isn't capable of using (FSO shaders are written against GLSL 1.2/1.3, your driver is reporting a max GLSL version of 1.1).
That solved the problem. Thank you! :D
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You need to use the no_glsl commandline switch. Otherwise your "GPU" will try to run shaders it really isn't capable of using (FSO shaders are written against GLSL 1.2/1.3, your driver is reporting a max GLSL version of 1.1).
Shouldn't it be considered to make that switch automatic based on detected GLSL version? Or if that isn't possible, to display a warning at least?
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We already have such a mechanism, not sure why it failed here.
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Yeah the no_glsl shouldn't be required to get passable performance, if it is we might need to fix that detection.
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quick question, i'm just now getting caught up with the RC builds. do the shaders linked in the first post go in the mediavps folder or fs2 root?
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MediaVPs_3612/data/effects
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thanks.
in other news, twice now in the TAG mission of the FS2 campaign, i've crashed upon issuing a protect order. it's not every time though, i gave protect orders earlier in the mission. the first time i thought it was related to the rearm abort bug, as maybe 20-30 seconds before the crash, the support ship that had been following me around for awhile was destroyed. maybe it's the comms menu that's the problem and not just support aborting? i'll switch to debug and post a log if it happens again.
but god DAMNIT why couldn't this happen in a different mission? i've got to replay this irritating thing AGAIN now.
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in other news, twice now in the TAG mission of the FS2 campaign, i've crashed upon issuing a protect order. it's not every time though, i gave protect orders earlier in the mission. the first time i thought it was related to the rearm abort bug, as maybe 20-30 seconds before the crash, the support ship that had been following me around for awhile was destroyed. maybe it's the comms menu that's the problem and not just support aborting? i'll switch to debug and post a log if it happens again.
That sounds strange, please elaborate so we can make tests on it.
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well that specific case didn't happen again and i got through the mission, but twice since then i've gotten a crash at the end of a mission. attaching log. i think i saw the flash of a debug mission when i pressed ESC to exit the black screen, but it went away along with the hung program.
[attachment deleted by ninja]
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You're killing me, I don't know how to read debug logs properly.
If it's an order related bug you should be able to reproduce it on any mission, what did you do before and after the crashes that you can remmember?
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the order thing was just me taking a blind stab at it. i can't remember exactly the details of the first crash, but i'm pretty both times i issued a C-3-5 on the warspite, after bombers showed up and iota wing was present. the second crash was immediately upon issuing the order; i honestly can't remember if the first was also or if it was a few seconds later. i DO know that both times it crashed, i issued a C-3-5 earlier in the mission that didn't cause a crash. the third play through didn't crash, but i only issued one protect order at the very beginning.
as for the one i posted the log for, i took no action to cause the crash. i was just sitting there listening to the end of mission dialogue. the second crash of this type (the one the log is of) i think occurred right as the final "return to base" would have been said. again, i can't recall if the first (which was in a different mission) was EXACTLY the same, but it was very similar, happening at the end of the mission while i was basically doing nothing.
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ASSERTION: "goal_objp != NULL" at aicode.cpp:10160
That's almost certainly caused by the rearm bug (and remember, you don't have to be the one rearming). Perhaps issuing that order causes your wingmen to cancel their rearming.
Try playing the debug build in a window until you get the crash again. Then, see if get an error message (it may be behind the window). Post it here if you do.