Author Topic: Release 3.6.14 Release Candidate 4  (Read 25379 times)

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Offline Alan Bolte

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Re: Release 3.6.14 Release Candidate 4
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's the RC4 log where it happens.
Here's the error message it spews; this doesn't happen on the release build so it may be completely irrelevant.
and Here'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]
« Last Edit: January 31, 2012, 09:47:57 am by Alan Bolte »
Anything worth doing is worth analyzing to death -Iranon

 

Offline Molaris

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Re: Release 3.6.14 Release Candidate 4
this is prob a newb question, but I dump the Shaders stuff into MediaVPs folder or the MediaVPs 3612 folder?
"Hey, Mike, you think you can toss me my calculations? Thanks! Ah, here it is: "Breach Hull - All Die." Even had it underlined!" -Crow T. Robot-

 

Offline Jeff Vader

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Re: Release 3.6.14 Release Candidate 4
Preferrably \mediavps_3612\ .
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 
Re: Release 3.6.14 Release Candidate 4
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?

 

Offline CaptJosh

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Re: Release 3.6.14 Release Candidate 4
Known bug with the fade out sexp and short fade times. There's a topic about it around here somewhere...
CaptJosh

There are only 10 kinds of people in the world;
those who understand binary and those who don't.

 

Offline Ramzee

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Re: Release 3.6.14 Release Candidate 4
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?).

 

Offline Valathil

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Re: Release 3.6.14 Release Candidate 4
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/ to speed up the process of someone looking at it.
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┃┃┏┫┃┏┳━━┓┏━━┓┃┗━┳━━┳━━┳━━┓
┃┃┣┫┗┛┫┃━┫┃┏┓┃┃┏┓┃┏┓┃━━┫━━┫
┃┗┫┃┏┓┫┃━┫┃┏┓┃┃┗┛┃┗┛┣━━┣━━┃
┗━┻┻┛┗┻━━┛┗┛┗┛┗━━┻━━┻━━┻━━┛

 

Offline shiv

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Re: Release 3.6.14 Release Candidate 4
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.
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Offline Ramzee

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Re: Release 3.6.14 Release Candidate 4
As for the hud problems it would be great if you could open a Mantis issue at 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).

 

Offline Alan Bolte

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Re: Release 3.6.14 Release Candidate 4
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.
Anything worth doing is worth analyzing to death -Iranon

 

Offline Alan Bolte

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Re: Release 3.6.14 Release Candidate 4
Reproducible crash while docking with a support ship in the last mission of the main FS2 campaign (Apocalypse).
Code: [Select]
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

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.
« Last Edit: February 02, 2012, 04:28:52 am by Alan Bolte »
Anything worth doing is worth analyzing to death -Iranon

 
Re: Release 3.6.14 Release Candidate 4
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.

 

Offline Macfie

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Re: Release 3.6.14 Release Candidate 4
It's intentionally that way.
Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.
The difference between Mechanical Engineers and Civil Engineers is:
Mechanical Engineers build weapons.  Civil Engineers build targets
An optimist sees the glass half full; the pessimist sees it half empty. An engineer sees that the glass is twice as big as it needs to be.

 

Offline The E

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Re: Release 3.6.14 Release Candidate 4
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.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Alan Bolte

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Re: Release 3.6.14 Release Candidate 4
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.
« Last Edit: February 02, 2012, 01:09:12 pm by Alan Bolte »
Anything worth doing is worth analyzing to death -Iranon

 
Re: Release 3.6.14 Release Candidate 4
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]

 

Offline The E

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Re: Release 3.6.14 Release Candidate 4
Code: [Select]
  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
Code: [Select]
  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.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Zacam

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Re: Release 3.6.14 Release Candidate 4
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.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
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[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline The E

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Re: Release 3.6.14 Release Candidate 4
I'd say so as well.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 
Re: Release 3.6.14 Release Candidate 4
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.