Author Topic: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)  (Read 61496 times)

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Offline CommanderDJ

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Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
Already reported in the Antipodes 7 thread, we're aware of the issue.

Any other oddities would be great to hear about though.

Oh, okay. I hadn't been keeping up with the Ant7 thread. I'll do further testing over the next few days and report back.
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline mjn.mixael

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Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
Somethin funny is going on in the pilot screen when it comes to selecting a squad logo. The "right arrow" is activated when the mouse is too far left and I can't seem to activate the "left arrow" button at all. Screen attached.

[attachment deleted by admin]
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
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Offline The E

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Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
Known bug. Is already corrected in current antipodes SVN.
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 mjn.mixael

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Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
Here's another. All the ships in ship selection say that their Max Velocity is 0.

Also, the mainhall issue still seems present. (that when the game is first loaded, it just loads the default mainhall until the campaign is reselected or continued.)

[attachment deleted by admin]
« Last Edit: December 26, 2010, 01:46:42 am by mjn.mixael »
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 

Offline Zacam

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Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
Changelog Post for Antipodes Build r6889

Code: [Select]
------------------------------------------------------------------------
r6879 | The_E | 2010-12-22 06:48:44 -0800 (Wed, 22 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/ai/aibig.cpp
   M /branches/antipodes/code/ai/aicode.cpp
   M /branches/antipodes/code/ai/aiturret.cpp
   M /branches/antipodes/code/asteroid/asteroid.cpp
   M /branches/antipodes/code/debris/debris.cpp
   M /branches/antipodes/code/fred2/fredrender.cpp
   M /branches/antipodes/code/hud/hudtarget.cpp
   M /branches/antipodes/code/model/model.h
   M /branches/antipodes/code/model/modelcollide.cpp
   M /branches/antipodes/code/model/modelread.cpp
   M /branches/antipodes/code/object/collideshipship.cpp
   M /branches/antipodes/code/object/collideshipweapon.cpp
   M /branches/antipodes/code/object/objcollide.cpp
   M /branches/antipodes/code/object/object.cpp
   M /branches/antipodes/code/ship/ship.cpp
   M /branches/antipodes/code/ship/ship.h
   M /branches/antipodes/code/ship/shipfx.cpp
   M /branches/antipodes/code/weapon/beam.cpp

Swifty's go-swift stuff. Makes collision detection slightly less insane.
------------------------------------------------------------------------
r6881 | Zacam | 2010-12-24 01:35:09 -0800 (Fri, 24 Dec 2010) | 4 lines
Changed paths:
   M /branches/antipodes/code/Makefile.am
   M /branches/antipodes/code/fred2/fredstubs.cpp
   M /branches/antipodes/code/network/multi.cpp
   M /branches/antipodes/code/network/multi.h
   M /branches/antipodes/code/network/multi_obj.cpp
   M /branches/antipodes/code/network/multi_obj.h
   D /branches/antipodes/code/network/multi_oo.cpp
   D /branches/antipodes/code/network/multi_oo.h
   M /branches/antipodes/code/network/multi_options.cpp
   M /branches/antipodes/code/network/multi_xfer.cpp
   M /branches/antipodes/code/network/multilag.cpp
   M /branches/antipodes/code/network/multiui.cpp
   M /branches/antipodes/code/network/multiutil.h
   D /branches/antipodes/code/network/psnet.cpp
   D /branches/antipodes/code/network/psnet.h
   M /branches/antipodes/code/network/psnet2.cpp
   M /branches/antipodes/code/playerman/playercontrol.cpp
   M /branches/antipodes/code/ship/ship.h
   M /branches/antipodes/projects/MSVC_2005/code.vcproj
   M /branches/antipodes/projects/MSVC_2008/code.vcproj
   M /branches/antipodes/projects/MSVC_2010/code.vcxproj
   M /branches/antipodes/projects/MSVC_2010/code.vcxproj.filters
   M /branches/antipodes/projects/MSVC_6/code.dsp
   M /branches/antipodes/projects/Xcode/FS2_Open.xcodeproj/project.pbxproj
   M /branches/antipodes/projects/codeblocks/code/code.cbp

MSVC LNK4221 Resolution.
multi_oo.cpp/.h and psnet.cpp/.h are not being used and have been removed.
Headers updated to point to multi_obj or psnet2 as appropriate.
Multi.cpp #ifdef PSNET2 made default. vecmat.h added to multi_obj.h.
------------------------------------------------------------------------
r6882 | Zacam | 2010-12-24 01:37:58 -0800 (Fri, 24 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/parse/sexp.cpp

Trunk 6880 - Fix for Mantis 2356.
------------------------------------------------------------------------
r6883 | Zacam | 2010-12-25 04:10:32 -0800 (Sat, 25 Dec 2010) | 2 lines
Changed paths:
   M /branches/antipodes/code/menuui/barracks.cpp

Just noticed that I sorta messed up the Prev/Next Squad Logo buttons locations trying to disable the "Convert" button.
Thanks to The_E, this has now been fixed, and a "Disabled!" message will now show.

------------------------------------------------------------------------
r6885 | Zacam | 2010-12-25 05:16:37 -0800 (Sat, 25 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/model/modelread.cpp

Fix: MSVC signed/unsigned mismatch.
------------------------------------------------------------------------
r6887 | Zacam | 2010-12-25 07:18:47 -0800 (Sat, 25 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/ship/ship.cpp

From Trunk: Fix for Mantis 2350 (Sound assignments get lost/become bogus when changing ship class)
------------------------------------------------------------------------
r6889 | Zacam | 2010-12-26 11:45:49 -0800 (Sun, 26 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/model/modelread.cpp

Revert 6885. Not a good thing to do apparently.
------------------------------------------------------------------------

Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[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 Kolgena

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Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
As of r6889, the message window sill has its portrait stuck in bright mode. (L still toggles bright/dim for the head.ani frame, but the actual window/head is the thing that's stuck)
Edit: I just recalled that this is a problem with Ant7, shouldn't be here. Sorry.

Also, I am able to jump out even with a destroyed NAV subsystem.
« Last Edit: December 28, 2010, 10:25:43 am by Kolgena »

 

Offline Zacam

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Re: Antipodes 8 - Pilot, Attend! (Updated 12/25/2010 - r6889)
Ships reporting "0 ms" Max Velocity has been fixed in Trunk and Antipodes (issue spanned both) as of Commits 6900 and 6901 respectively.

Main Hall selection/loading is fixed in Trunk as of Commit 6903, still broken in Antipodes at this time.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[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 Droid803

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Re: Antipodes 8 - Pilot, Attend! (Updated 12/25/2010 - r6889)
Main Hall selection/loading is fixed in Trunk as of Commit 6903.

Yes! Yes! YES!
Any chance of a nightly with it?
* Droid803 puppy eyes.

Also, I am able to jump out even with a destroyed NAV subsystem.

Retail behaviour.
To make it the other way, change the flag in ai_profiles.tbl.
The fact that NAV did something was a bug IIRC.
(´・ω・`)
=============================================================

 

Offline General Battuta

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Re: Antipodes 8 - Pilot, Attend! (Updated 12/25/2010 - r6889)
droiders is koh-rect

 

Offline Kolgena

  • 211
Re: Antipodes 8 - Pilot, Attend! (Updated 12/25/2010 - r6889)
When loading a mod for the first time (presumably when the pilot campaign file is generated), accessing mission simulator in tech room without ever visiting the ready room prior will cause a fatal crash.

K, this is really weird. I went back to try and generate a debug spew and was unable to reproduce the crash. I switched back to the release build, and was able to reproduce the crash.

Here's what I did:
1. Load up some existing campaign. I used Freespace 2. The current mod is WiH.
2. Exit the game, delete the .csg for bp2-pt1.
3. Restart the game.
4. Enter campaign room, switch campaign to BP WiH.
5. Enter tech room, mission simulator.
6. Watch as the game freezes.

Anyways, heres the spew even though there's no problem with the debug build.

Code: [Select]
==========================================================================
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 version: 3.6.13.6889
Passed cmdline options:
  -spec_exp 16
  -fov 0.60
  -ogl_spec 85
  -spec_static 2.1
  -spec_point 0.6
  -spec_tube 0.3
  -ambient_factor 115
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -no_emissive_light
  -normal
  -post_process
  -bloom_intensity 85
  -cache_bitmaps
  -no_vsync
  -orbradar
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod blueplanet2,blueplanet,mediavps_3612
Building file index...
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet2\bp2-adv-visuals.vp' with a checksum of 0x2fa0cebd
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet2\bp2-audio1.vp' with a checksum of 0x60465ead
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet2\bp2-core.vp' with a checksum of 0x24b50f90
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet2\bp2-visuals1.vp' with a checksum of 0x5d4c1bfb
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet2\bp2-visuals2.vp' with a checksum of 0x8fea63ef
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-adv-visuals.vp' with a checksum of 0x1541da12
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-audio1.vp' with a checksum of 0xcc452f9d
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-audio2.vp' with a checksum of 0x060bee91
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-core.vp' with a checksum of 0xe2219ccf
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-visuals1.vp' with a checksum of 0x7e75407b
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-visuals2.vp' with a checksum of 0x44c7e8dd
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Program Files (x86)\Freespace\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files (x86)\Freespace\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files (x86)\Freespace\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files (x86)\Freespace\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files (x86)\Freespace\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files (x86)\Freespace\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files (x86)\Freespace\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files (x86)\Freespace\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files (x86)\Freespace\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files (x86)\Freespace\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files (x86)\Freespace\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files (x86)\Freespace\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files (x86)\Freespace\blueplanet2\' ... 78 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet2\bp2-adv-visuals.vp' ... 23 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet2\bp2-audio1.vp' ... 154 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet2\bp2-core.vp' ... 61 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet2\bp2-visuals1.vp' ... 494 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet2\bp2-visuals2.vp' ... 1976 files
Searching root 'C:\Program Files (x86)\Freespace\blueplanet\' ... 2 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-adv-visuals.vp' ... 403 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-audio2.vp' ... 685 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-core.vp' ... 46 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-visuals1.vp' ... 326 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-visuals2.vp' ... 1488 files
Searching root 'C:\Program Files (x86)\Freespace\mediavps_3612\' ... 19 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Program Files (x86)\Freespace\' ... 5 files
Searching root pack 'C:\Program Files (x86)\Freespace\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\Freespace\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files (x86)\Freespace\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files (x86)\Freespace\root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files (x86)\Freespace\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\Freespace\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files (x86)\Freespace\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files (x86)\Freespace\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files (x86)\Freespace\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\Freespace\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files (x86)\Freespace\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\Freespace\warble_fs2.vp' ... 52 files
Found 36 roots and 20014 files.
AutoLang: Language auto-detection successful...
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 Speaker/HP (Realtek High Definition Audio)
  Capture device: Microphone (Realtek High Defini
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1080 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  : ATI Mobility Radeon HD 3650
  OpenGL Version   : 3.3.10148 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 (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 (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 (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 (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 (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 post-processing shader 1 ...
  Compiling post-processing shader 2 ...
  Compiling post-processing shader 3 ...
  Compiling post-processing shader 4 ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 3.30
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 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' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-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' ...
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'bp-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
TBM  =>  Starting parse of 'bp2-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 'bp2-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-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)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
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 'bp-wep.tbm' ...
TBM  =>  Starting parse of 'bp2-wep.tbm' ...
TBM  =>  Starting parse of 'bp-aip.tbm' ...
TBM  =>  Starting parse of 'bp2-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'bp2-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'bp-shp.tbm' ...
TBM  =>  Starting parse of 'bp2-shp.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI time1 with size 47x23 (28.1% wasted)
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'bp-str.tbm' ...
TBM  =>  Starting parse of 'bp2-str.tbm' ...
loading animated cursor "cursor"
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 576
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Verifying 'Kolgena.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Kolgena.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
Someone passed an extension to bm_load for file 'hammer1.pcx'
PLR => Loading complete!
CSG => Loading 'Kolgena.FreeSpace2.csg' with version 0...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Loading complete!
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
Frame  0 too long!!: frametime = 0.258 (0.258)
Got event GS_EVENT_CAMPAIGN_ROOM (54) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'Kolgena.FreeSpace2.csg' with version 0...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Loading complete!
CSG => Unable to open 'Kolgena.bp2-p1.csg' for reading!
CSG => Saving 'Kolgena.bp2-p1.csg' with version 0...
CSG => Saving:  Flags...
CSG => Saving:  Info...
CSG => Saving:  Missions...
CSG => Saving:  Techroom...
CSG => Saving:  Loadout...
CSG => Saving:  Scoring...
CSG => Saving:  RedAlert...
CSG => Saving:  HUD...
CSG => Saving:  Variables...
CSG => Saving:  Settings...
CSG => Saving:  Controls...
CSG => Saving complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_CAMPAIGN_ROOM (42)
PLR => Saving 'Kolgena.plr' with version 0...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x8f5f3d48 -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.579 (0.579)
Frame  0 too long!!: frametime = 0.254 (0.254)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
CSG => Loading 'Kolgena.bp2-p1.csg' with version 0...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Loading complete!
Frame  0 too long!!: frametime = 1.190 (1.190)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_SIMULATOR_ROOM (20)
PLR => Saving 'Kolgena.plr' with version 0...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
PLR => Saving 'Kolgena.plr' with version 0...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
Freeing all existing models...
... Log closed, Tue Dec 28 11:20:02 2010

« Last Edit: December 28, 2010, 11:22:48 am by Kolgena »

 

Offline chief1983

  • Still lacks a custom title
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Re: Antipodes 8 - Pilot, Attend! (Updated 12/25/2010 - r6889)
Here's a file with some pilots that are giving me grief with the latest (6908) code.

First, only 'Chief' converts.
Second, after selecting Chief, fixing some binds, and playing a single mission (no campaign progress seems to have converted, although the pilot that converted might not have had any), then returning to the main hall, it gives me an error about the chosen campaign not being valid, even though upon inspection, it is.  This is 100% reproducable.

[attachment deleted by admin]
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Zacam

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Re: Antipodes 8 - Pilot, Attend! (Updated 12/25/2010 - r6889)
Changelog Post for Antipodes Build r6912

Code: [Select]
------------------------------------------------------------------------
r6899 | Zacam | 2010-12-27 05:01:43 -0800 (Mon, 27 Dec 2010) | 1 line
Changed paths:

Trunk Sync - r6898
------------------------------------------------------------------------
r6901 | Zacam | 2010-12-27 07:28:04 -0800 (Mon, 27 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/missionui/missionshipchoice.cpp

Fixes reports of Retail data showing "0 ms" for ships Velocity in Ship Selection Screen. When multiplying an INT by a FLOAT, setting the fl2i() on the float is a good idea.
------------------------------------------------------------------------
r6904 | Zacam | 2010-12-27 14:54:50 -0800 (Mon, 27 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/menuui/playermenu.cpp

Fixes the index for Player Main Hall. Still not saving (or being read) by CSG properly despite tripping breakpoints set on the cfread/cfwrite on the flags for main_hall.
------------------------------------------------------------------------
r6906 | Zacam | 2010-12-27 20:49:27 -0800 (Mon, 27 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/missionui/missionshipchoice.cpp

Thanks to Goober5000, this is the correct way to be doing this.
------------------------------------------------------------------------
r6911 | Zacam | 2010-12-29 10:39:43 -0800 (Wen, 29 Dec 2010) | 1 line
Changed paths:

Trunk Sync - r6910
------------------------------------------------------------------------
r6912 | Zacam | 2010-12-30 05:01:43 -0800 (Thu, 29 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/controlconfig/controlsconfig.h 
   M /branches/antipodes/code/controlconfig/controlsconfigcommon.cpp 
   M /branches/antipodes/code/io/keycontrol.cpp 
   M /branches/antipodes/code/ship/ship.cpp 
   M /branches/antipodes/code/ship/ship.h

Dynamic Primary Linking, from chief1983.
------------------------------------------------------------------------


Quote
Code: (Trunk Sync - r6898) [Select]
------------------------------------------------------------------------
r6890 | Swifty | 2010-12-26 21:41:52 -0800 (Sun, 26 Dec 2010) | 1 line
Changed paths:
   M /code/hud/hudtarget.cpp

Fixes the weapons list gauge bug where a blank space would render when no secondaries are loaded.
------------------------------------------------------------------------
r6891 | Swifty | 2010-12-26 21:52:33 -0800 (Sun, 26 Dec 2010) | 1 line
Changed paths:
   M /code/freespace2/freespace.cpp
   M /code/ship/ship.cpp
   M /code/ship/ship.h

Limit the setup of cockpit displays to only the player ship.
------------------------------------------------------------------------
r6892 | Echelon9 | 2010-12-26 22:47:03 -0800 (Sun, 26 Dec 2010) | 1 line
Changed paths:
   M /code/object/object.h

Fix a comment typo
------------------------------------------------------------------------
r6893 | Smifty | 2010-12-26 23:36:49 -0800 (Sun, 26 Dec 2010) | 1 line
Changed paths:
   M /code/parse/lua.cpp

Get Lua ray tests to use model_instances for collision detection. Fixes the failed assertion associated with this.
------------------------------------------------------------------------
r6894 | Echelon9 | 2010-12-26 23:48:31 -0800 (Sun, 26 Dec 2010) | 1 line
Changed paths:
   M /code/model/modelread.cpp

This check can go back in, the real cause was fixed in r6893. Good work Assert()
------------------------------------------------------------------------
r6895 | Echelon9 | 2010-12-27 00:00:31 -0800 (Mon, 27 Dec 2010) | 1 line
Changed paths:
   M /code/asteroid/asteroid.cpp
   M /code/debris/debris.cpp
   M /code/model/model.h
   M /code/model/modelread.cpp
   M /code/object/collideshipship.cpp

Fix: Mantis 2351 - Animated subsystems not counted as rotating allowing max to be exceeded
------------------------------------------------------------------------
r6896 | Echelon9 | 2010-12-27 00:18:39 -0800 (Mon, 27 Dec 2010) | 1 line
Changed paths:
   M /code/mission/missionbriefcommon.cpp

Correct 2 comment typos
------------------------------------------------------------------------
r6897 | Echelon9 | 2010-12-27 00:26:04 -0800 (Mon, 27 Dec 2010) | 1 line
Changed paths:
   M /code/model/model.h

Fix a small typo in Diaspora feature's comment
------------------------------------------------------------------------
r6898 | Swifty | 2010-12-27 01:28:17 -0800 (Mon, 27 Dec 2010) | 1 line
Changed paths:
   M /code/ship/ship.cpp

Clear the active display list when this ship is beleeted.
------------------------------------------------------------------------



Code: (Trunk Sync - r6910) [Select]
------------------------------------------------------------------------
r6902 | Sushi | 2010-12-27 08:17:54 -0800 (Mon, 27 Dec 2010) | 1 line
Changed paths:
   M /code/cmdline/cmdline.cpp
   M /code/cmdline/cmdline.h
   M /code/io/mouse.cpp

Add -disable_di_mouse command-line option to force the game to use Windows mouse input instead of DirectInput. For some people, this results in more reliable mouse input.
------------------------------------------------------------------------
r6909 | Echelon9 | 2010-12-28 23:45:10 -0800 (Tue, 28 Dec 2010) | 1 line
Changed paths:
   M /projects/Xcode/FS2_Open.xcodeproj/project.pbxproj

Remove from Xcode project file two non-existant source code files
------------------------------------------------------------------------
r6910 | chief1983 | 2010-12-29 10:18:44 -0800 (Wen, 29 Dec 2010) | 1 line
Changed paths:
   M /code/io/mouse.cpp

Fix the DirectInput commit r6902 breaking compiling on nix
------------------------------------------------------------------------

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[08/01 16:53:31] <EveningTea> dhauidahh
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[08/01 16:53:40] * EveningTea froths at the mouth
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Offline Shivan Hunter

  • 210
  • FRED needs lambdas!
Re: Antipodes 8 - Pilot, Attend! (Updated 12/30/2010 - r6912)
So I created a new pilot (with this new build), reset some controls in Options, and went to the tech room/mission simulator, at which point FSO crashed. Presumably the pilot is corrupted now because I can't even go into the ready room now, I get another CTD. I didn't test that to start with.

 :doubt:

 

Offline Fury

  • The Curmudgeon
  • 213
Re: Antipodes 8 - Pilot, Attend! (Updated 12/30/2010 - r6912)
Yes, these new pilot files are very prone to corrupt themselves. Just yesterday I had to delete my csg files perhaps five times because otherwise FSO would just CTD either at pilot selection, ready room, in tech room, or when loading a mission. Sometimes even after quitting a mission.

At least you don't lose all your settings if you just delete csg files, but you lose any campaign progress. Csg files are in \FreeSpace2\data\players. Lucky for me I don't play campaigns, not through ready room anyway.

In addition to these new pilot files being extremely crash happy, it also causes another annoyance to me. Whenever FSO CTD's, audio is stuck in loop. And because of the pilot files, these CTD's happen a lot. I had to disable sound in FSO so that I don't have to reboot my PC all the damned time. Audio getting stuck in loop in CTD is rather new issue to FSO, I just don't know which Antipodes started doing this.

I haven't been using Antipodes 8 though, but builds compiled by The E which are basically Antipodes 8 + trunk + some BP extras.

 

Offline mjn.mixael

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Re: Antipodes 8 - Pilot, Attend! (Updated 12/30/2010 - r6912)
I'm getting the pilot CTDs, just not the audio loop, so that could be one of the BP builds. Cause I'm just on Ant8.
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Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 

Offline Fury

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  • 213
Re: Antipodes 8 - Pilot, Attend! (Updated 12/30/2010 - r6912)
I really doubt it, those patches The E has added have nothing to do with audio. Sound gets stuck in loop even if FSO CTD's in pilot selection, no need to even get into a mission. It is far more likely to be sound card specific issue with the new audio code. I use Asus Xonar DX2. I've tried both Creative's OpenAL and OpenAL Soft and both have same issue.

 

Offline Buckshee Rounds

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  • Lord Defecator
Re: Antipodes 8 - Pilot, Attend! (Updated 12/30/2010 - r6912)
At least you don't lose all your settings if you just delete csg files, but you lose any campaign progress. Csg files are in \FreeSpace2\data\players. Lucky for me I don't play campaigns, not through ready room anyway.

Using Ant 8 all my pilots got corrupted, going from Commander down to Ensign, showing as 0 shots fired, no campaign progress etc. All isn't lost though: reverting to Ant 7 somehow made everything all right again. Even campaign progress seemed to go back to normal, I tested multiple pilots. I'd recommened a revert build if you want to play camapaigns again, just until the kinks on this are worked out.

 

Offline Fury

  • The Curmudgeon
  • 213
Re: Antipodes 8 - Pilot, Attend! (Updated 12/30/2010 - r6912)
Going back to previous Antipodes just means that you're using old pilot files again. If you didn't have old pilot files, then going back to previous Antipodes would mean that the pilot selection screen shows up empty. What puzzles me though that you claim you could continue campaign again where you left, I don't think new pilot file code saves anything to old pilot files, let alone campaign progression. Could it be that you just continued where you left BEFORE switching to Antipodes 8?

I know that if you have old pilot file and start using a build with new pilot file code, such as Antipodes 8 and then try to remove this old pilot file from pilot selection screen, it doesn't really delete it. It disappears from pilot selection screen but pops back after restarting game. And sure enough, all old pilot files are still there as if nothing had happened. So it only removed the new pilot files FSO had created.

 

Offline Buckshee Rounds

  • 29
  • Lord Defecator
Re: Antipodes 8 - Pilot, Attend! (Updated 12/30/2010 - r6912)
That's exactly what I meant, what you said there. I had old pilots that I was using before Ant 8 and they all reverted to 0 progression, but upon reverting to Ant 7 they went back to being fine. In other words yeah it was campaign progression before Ant 8. Oh I'm sure that the new pilot file code won't save to old pilots, I just wasn't aware of it when I first used this. I like being able to admire the full medal chest on old pilots. :)

 

Offline Shivan Hunter

  • 210
  • FRED needs lambdas!
Re: Antipodes 8 - Pilot, Attend! (Updated 12/30/2010 - r6912)
Yes, I presume the campaign progress files (for instance Shivan Hunter.Transcend.csg) are separate and not deleted/updated when converting the pilot.