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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: karajorma on April 25, 2006, 08:00:51 am

Title: April 25th CVS + Loadout Changes Build
Post by: karajorma on April 25, 2006, 08:00:51 am
In order to test I haven't broken anything here's a CVS build which also included the parsing alterations needed to support my team loadout changes. (So basically to all intents and purposes it's a CVS build).

EDIT : Updated to the 29th April Build

FS2_Open Release and Debug Builds (http://fs2source.warpcore.org/exes/latest/April2006/April29/fs2_Open_Kara_20060429.rar)

I've also compiled in support for voice synth and voice recognition for those who were missing it (I can't remember if Phreak's CVS builds had support for them but I know that RedMenace's certainly didn't) :)

I'm not saying much on how the team loadout stuff works at this moment cause it's subject to change when I start adding the weapon loadout changes so I don't particularly want people sticking it in their campaigns and then complaining about broken missions later.
Title: Re: April 25th CVS + Loadout Changes Build
Post by: neoterran on April 26, 2006, 09:08:24 am
Awesome  ;)
Title: Re: April 25th CVS + Loadout Changes Build
Post by: karajorma on April 27, 2006, 10:39:54 am
Hmmm. I presume from the lack of responses that no one has any new issues with this build?
Title: Re: April 25th CVS + Loadout Changes Build
Post by: taylor on April 27, 2006, 12:09:19 pm
Hmmm. I presume from the lack of responses that no one has any new issues with this build?
That, or their computers fried as a result of testing and they are actually unable to respond. :)
Title: Re: April 25th CVS + Loadout Changes Build
Post by: neoterran on April 27, 2006, 02:36:57 pm
I'm using this build, no problems at all so far, running nice with all the mods i have.


I am using the modified starfield modular table that taylor posted and i have the ls_neb.vp file, but in regular freespace 2, still the usual nebulas.... anything I'm doing wrong ? I was under the impression that file plus a recent build would enable the super nice lightspeed nebs in the main campaign.
Title: Re: April 25th CVS + Loadout Changes Build
Post by: karajorma on April 27, 2006, 02:41:08 pm
Nope. We need to make new versions of the missions to get those.
Title: Re: April 25th CVS + Loadout Changes Build
Post by: neoterran on April 27, 2006, 03:25:07 pm
Okay right... shows how much I know about Freespace.


No it seems to be solidly working, all the problems i've had with freespace (other than the usual quirks) have been solved by the most recent builds.
Title: Re: April 25th CVS + Loadout Changes Build
Post by: Kaine on April 27, 2006, 11:06:26 pm
voice recognition still appears to be broken :(
Title: Re: April 25th CVS + Loadout Changes Build
Post by: ShivanSpS on April 28, 2006, 02:06:28 am
I been testing it for a two days and I not found any error.... I have changed the CVS build of my pack to this one...
Title: Re: April 25th CVS + Loadout Changes Build
Post by: karajorma on April 28, 2006, 02:51:04 am
voice recognition still appears to be broken :(

It is? I definitely compiled it in but I don't use it so it's hard for me to test. Does it not work at all? Does it work with an older build?
Title: Re: April 25th CVS + Loadout Changes Build
Post by: [DW]-Hunter on April 28, 2006, 07:18:12 pm
damn guys, how often do you guys come out with new builds?
Title: Re: April 25th CVS + Loadout Changes Build
Post by: Mars on April 28, 2006, 09:41:17 pm
Is that suprise (:eek2:) or sarcasm  (:rolleyes:)? Sorry, see I can't see your face.

They come out with them anywhere from every day to ~ a month between builds.
Title: Re: April 25th CVS + Loadout Changes Build
Post by: neoterran on April 28, 2006, 10:34:27 pm
I got a failed to load resource... and failed to init voice rec trying to use voice recognition. I have installed the SAPI 5.1 SDK.

Debug reports :

Setting language to English
soundcard = EAX
SOUND ==> Initializing DirectSound...
SOUND ==> Primary Buffer created with DirectSound3D enabled
SOUND ==> Primary Buffer forced to: rate: 22050 Hz bits: 16 n_channels: 2
Disabling DirectSound3D since unable to get property set interface
** MAX_CHANNELS set to 256.  DS reported 256.
SOUND => Soundcard Capabilities:
================================
Number of primary buffers: 1
Number of total hw mixing buffers: 256
Number of total hw mixing static buffers: 256
Number of total hw mixing streaming buffers: 256
Number of free hw mixing buffers: 253
Number of free hw mixing static buffers: 253
Number of free hw mixing streaming buffers: 253
Number of hw 3D buffers: 64
Number of hw 3D static buffers: 64
Number of hw 3D streaming buffers: 64
Number of free hw 3D buffers: 64
Number of free hw static 3D buffers: 64
Number of free hw streaming 3D buffers: 64
Number of total hw bytes: 0
Number of free hw bytes: 0
================================
ACM Version number: 5.00
Title: Re: April 25th CVS + Loadout Changes Build
Post by: karajorma on April 29, 2006, 03:09:02 pm
CannonFodder spotted an error that causes the 25th build to crash out if you swap mods to a campaign which doesn't contain the ships available by default in the old mod's campaign file.

This (http://fs2source.warpcore.org/exes/latest/April2006/April29/fs2_Open_Kara_20060429.rar) build should fix it.

Apart from fixing that bug there's very little that's new in there since no one has committed anything since the last build.
Title: Re: April 25th CVS + Loadout Changes Build
Post by: neoterran on April 29, 2006, 04:14:55 pm
Voice Recognition still broken in this new build. Seems to have been broken since February 22nd in CVS.
Title: Re: April 25th CVS + Loadout Changes Build
Post by: karajorma on April 29, 2006, 04:29:09 pm
I'll take a look and see if I can figure out what broke but to be honest it's pretty far from the code I've looked at previously so I doubt I'll have much luck.
Title: Re: April 25th CVS + Loadout Changes Build
Post by: Kaine on April 30, 2006, 07:22:57 am
Voice Recognition still broken in this new build. Seems to have been broken since February 22nd in CVS.

what he said :)

honestly, give voice rec a try, its a great feature, works quite well after some training and is something different that sets FS2_Open apart (when its working)
Title: Re: April 25th CVS + Loadout Changes Build
Post by: neoterran on April 30, 2006, 04:52:08 pm
Well, it's kind of hard to when you need to use a post April 15th build to accommodate some of the more recent changes and you want to use things like -img2dds that were broken in the 3/23 build that redmance still has up. I'd like to see a new build optimized for SSE like before, but what you can do.. i dont' have the time (or a free dev platform) to build it myself.
Title: Re: April 25th CVS + Loadout Changes Build
Post by: Gregster2k on May 05, 2006, 11:27:04 pm
I get an error about f_shockwave.pof or something, can't find model file
(I just installed the Delta media VPs from scratch (deleted old ones) before I tried this build)
It also complained about t_shockwave.pof as well

Copying shockwave.pof from mediavp and renaming to f_shockwave and t_shockwave and plopping in models dir of data directory got it to work

Enabling cheats caused a crash in New_Lamassu something (didnt get a chance to look at the extension)
Title: Re: April 25th CVS + Loadout Changes Build
Post by: karajorma on May 06, 2006, 03:43:33 am
It's a missing pof file.

Either way these are all media VP issues so take a look at the 3.6.8 delta release thread  as the answer is probably in there.
Title: Re: April 25th CVS + Loadout Changes Build
Post by: neoterran on May 06, 2006, 01:29:26 pm
I get an error about f_shockwave.pof or something, can't find model file
(I just installed the Delta media VPs from scratch (deleted old ones) before I tried this build)
It also complained about t_shockwave.pof as well

Copying shockwave.pof from mediavp and renaming to f_shockwave and t_shockwave and plopping in models dir of data directory got it to work

Enabling cheats caused a crash in New_Lamassu something (didnt get a chance to look at the extension)

You'll want to use the real f_shockwave (check out the shockwaves thread for a download) or you'll get huge explosions everytime a fighter dies... which will be annoying.
Title: Re: April 25th CVS + Loadout Changes Build
Post by: Gregster2k on May 09, 2006, 05:21:59 am
Okay, but the game still crashes demanding New_Lamassu.pof if I enable cheats. (WTF is a Lamassu?)
Title: Re: April 25th CVS + Loadout Changes Build
Post by: karajorma on May 09, 2006, 05:49:53 am
It's the updated pof model for one of the missiles. I got the same error until I added the missing files from my Shrouding The Light folder where they happened to be lurking for some reason.

No idea why they aren't in the media VPs though. They really should be.
Title: Re: April 25th CVS + Loadout Changes Build
Post by: ]C[rusader on May 09, 2006, 11:12:39 am
Hello.  First off, thank you for FS_Open, it's a lovely piece of software.  [thumbs up]

Okay, so i'm posting this here since (according to Karajorma) the May 9th build is apparently not much different.  When using this April 25th build...

(in OpenGL, on Win98SE with DX8.1b, on a PIII 1.2GB with >400MB RAM and Radeon 9200)

...the game loads a mission smoothly, but then freezes during gameplay and will not resume.  It happens totally at random.  The OS doesn't crash with it.  The freeze happens both in fullscreen and windowed modes.  The debug spew ends with "TIMER ROLLED!" as the last entry. 

Oddly enough, a search on the forum uncovered an earlier thread from October of last year:

http://www.hard-light.net/forums/index.php?PHPSESSID=7cdbf76508ecaed5f528274848979ab7&topic=35691.0


In the thread, MatthewPapa pointed out where the "TIMER ROLLED!" arises in the code of timer.cpp:

-----
QueryPerformanceCounter(&time_tmp);
   if ( time_tmp.QuadPart < Timer_last_value )   {
      // The clock has rolled!
      Timer_base = time_tmp.QuadPart;
      mprintf(( "TIMER ROLLED!\n" ));
      // Hack: I'm not accounting for the time before roll occured,
      // since I'm not sure at what value this timer is going to roll at.
   //   Time_now = time_tmp.QuadPart;
   }
   Time_now = time_tmp.QuadPart - Timer_base;
   Timer_last_value = time_tmp.QuadPart;

   out->QuadPart = Time_now;
   
   LEAVE_CRITICAL_SECTION( Timer_lock );
}
#endif // _WIN32
----

Then taylor responded to him with:

"I highly doubt this is related to video problems.  It's definitely an issue with the timer but I can't say why.  Possibly some other hardware issue but likely just something between Windows and the system...  Oh, you have a dual core CPU?  That would most likely be your issue.  It's having a fit with QueryPerformanceCounter so I guess we'll have to add that to the todo list, though I'm not sure what to do about it.  Off to MSDN I guess... For now I think it will work if you run the game(s) in compatibility mode.  If that doesn't help any report back and I'll put this at the top of my list of things to fix."

In my case though, i'm not using a dualprocessor system, so i doubt the "TIMER ROLLED!" error is arising from anything to do with that.  And taylor presumably fixed any issues long since then.  So, any ideas, anyone?  Thanks in advance.
Title: Re: April 25th CVS + Loadout Changes Build
Post by: phreak on May 09, 2006, 11:23:56 am
http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000626
Title: Re: April 25th CVS + Loadout Changes Build
Post by: ]C[rusader on May 09, 2006, 11:29:02 am
@phreak:
Ah, thank you.  i neglected to mention that i was poking at Mantis earlier and was completely lost... the link to it on the forum just led me to the main page which i found undecipherable, and a search there didn't turn up any entries at all.   It doesn't help that i'm kind of slow, in technical matters, to begin with... =)


Edit: Er, the Mantis page errored out during signup...  ah, nevermind.  Brackets are not my friend.

Edit: Okay, so i've read the Mantis page now and i'm up to speed.  Thanks again, phreak.  It looks like taylor was last working on the bug in February.
Incidentally, i just spent a couple hours reverting to an earlier build from redmenace, the 2/20/06 build, yet i haven't had the crash with it.  Is that significant?  i'm not sure if i can or should add anything to Mantis  as far as comments or not, i don't want to cause clutter...