Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Goober5000 on August 06, 2006, 05:36:00 pm
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http://fs2source.warpcore.org/exes/3.6.9-RC6.rar
Latest CVS off the 3.6.9 branch. Several minor bug fixes; very few major ones.
Additionally, 3.6.9 release candidates and 3.6.9 final requires additional files, for the appropriate mediaVPs:
http://fs2source.warpcore.org/mediavp/mp-710_adveffects.rar
http://fs2source.warpcore.org/mediavp/mp-710_effects.rar
http://fs2source.warpcore.org/mediavp/mp-710_models.rar
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FINALLY! I was getting tired of having my shields not recharge......
....you DID fix that right?
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I believe that was fixed several weeks ago, with a link posted about halfway through the RC5 thread.
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So far everything I've seen is great. The shields recharge, and several graphical problems I noted in Derelict have been rectified.
Before I post these problems though, I would like to say that I am fully aware that they have been answered elsewhere, but for the life of me I cannot find where that thread is.
I get black boxes around some weapons (notably the Subach and Kayser, though there may be others), and also many capital ship engine glows are missing. What to do to fix these?
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Did you download the mediavp patches from here (http://www.hard-light.net/forums/index.php/topic,39905.0.html).. That is the mp-710 files?
They should replace the alphapatches and are to be used instead of the two alphapatches listed in this thread. With 3.6.8 Zeta mediavps.
BTW... why are those two (alphapatches) posted here?
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Just gave it a quick whirl - everything works apart from the speech synthesis :(
Edit: Also just spotted that the 'Destroy X seconds before mission start' checkbox in FRED isn't lgetting abelled correctly either... it's showing a incremental adjustment field (?)
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BTW... why are those two (alphapatches) posted here?
I copied the RC5 thread without changing the links... :nervous:
Just gave it a quick whirl - everything works apart from the speech synthesis :(
I didn't build with speech synthesis.
Edit: Also just spotted that the 'Destroy X seconds before mission start' checkbox in FRED isn't lgetting abelled correctly either... it's showing a incremental adjustment field (?)
Mantis.
lgetting abelled
:lol: How did that L move over like 8 spaces?
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lgetting abelled
:lol: How did that L move over like 8 spaces?
[/quote]
lol - it was post edit - I typed it without 'getting' then typed it in afterwards - must have got the cursor in the wrong place :)
Never used Mantis before :S
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Just gave it a quick whirl - everything works apart from the speech synthesis :(
I didn't build with speech synthesis.
Why not? I liked the voice (stupid as it was). Prevented me from having to look up at the top as much.
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Never used Mantis before :S
There always has to be a first time in everything. And this is not the hardest one (neither the funniest one) ;)
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Did you include changes from your "light-test-builds" or did you leave the lighting system allone (i.e. because of the code freeze)?
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Speech synthesis is gone? :(
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Not compiled in != Gone. Don't worry, the final release build will surely have all the bells and whistles :)
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I hope so the speech synthesis was a useful tool for campaign writers.
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Edit: Also just spotted that the 'Destroy X seconds before mission start' checkbox in FRED isn't lgetting abelled correctly either... it's showing a incremental adjustment field (?)
i noticed that but as of yet haven't been able to find the code that is causing it - once in mantis assign it to me
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i noticed that but as of yet haven't been able to find the code that is causing it - once in mantis assign it to me
It's not a code issue, it's a .rc issue. Most likely due to my recent interface edits. Changing the tab order or load order or something should fix it.
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yeah i figured it was probably just some duplicate IDs.. *fires up MSVC*
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please compile synthesis support next time. I can understand not compiling synthesis support for CVS builds, but it really should be in the Release Candidate branch. Is it a matter of not having the SDK ?
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Is it a matter of not having the SDK ?
probably
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please compile synthesis support next time. I can understand not compiling synthesis support for CVS builds, but it really should be in the Release Candidate branch. Is it a matter of not having the SDK ?
It's a matter of convenience. And it is enabled in the release branch, just like in the main branch. It will be in the 3.6.9 release as well. Whether it's included in a release candidate is up to the person compiling it.
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Got'a love configure files
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FINALLY! I was getting tired of having my shields not recharge......
....you DID fix that right?
D'oh I think it was because of my fault...
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Is text on a single command-briefing page supposed to be cut off if it is too long?
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Regarding the MediaVPs, will we get a new compile so we don't have to add in patchs or will the situation stay for the forseeable period?
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Is text on a single command-briefing page supposed to be cut off if it is too long?
Yes. But if you have the mediaVPs, you'll get scroll buttons.
Regarding the MediaVPs, will we get a new compile so we don't have to add in patchs or will the situation stay for the forseeable period?
When 3.6.9 is released? What do you think?
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Rather than continue to harass the coders on the RC6 thread, I'll post the next installment of my ever-continuing stream of problems here.
OK! I'm sure you guys are familiar with the black boxes around certain weps, as well as engine glows not appearing, in later 3.6.9 RC's. Well, people told me that I needed the mp-710 VP's, which I got, and replaced the alphapatches with, as instructed. The thing is: it changed nothing. I have, in my mediaVP folder: the 3.6.8 Medias, Axem's swirly warp effect, and the mp-710's. So why is it that nothing's changed?
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Posting a zillion threads with different questions is actually more annoying than posting a zillion questions in one thread. Assuming they're all related, of course.
Threads merged.
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[EDIT] Nah, it's got it. and this build plays VERY well I might add. Haven't had any problems.
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Regarding the MediaVPs, will we get a new compile so we don't have to add in patchs or will the situation stay for the forseeable period?
When 3.6.9 is released? What do you think?
Uh...I hope so? :doubt:
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I am not sure if it is a bug or a known issue, but...
Antialiasing and movie playback is a big No-No. Having AA activated leads to movie playback problems in OpenGL. All I get is black screen + sound. Interesting thing is: movies play in a window mode, but not in full screen mode. Deactivating AA solves the problem. (Might be Nvidia related)
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Can confirm this...its an quite old problem to my knowledge but I don't know what AA has to do with the movies.
PS: I heard rumors about bumpmapping...is it true? How could I get my hands on a testbuild?
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I have, in my mediaVP folder: the 3.6.8 Medias, Axem's swirly warp effect, and the mp-710's. So why is it that nothing's changed?
Perhaps you are using Direct3D? I've heard it has problems with alpha channels on effects (but it usually ends up showing WHITE boxes).
Also, make sure you don't have any strange things in data\effects or leftover mediavps outside of the mediavp folder. but you probably knew all that...
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OpenGL.... but I wonder about the effects folder. Might have some nebula effects left over....
EDIT: nope never mind. Emptied the effects folder, still getting black boxes.
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Can confirm this...its an quite old problem to my knowledge but I don't know what AA has to do with the movies.
Yes, it's an old problem. No marginally sane person tries to use movies in a game the way that we do though (with DirectShow) since it isn't actually a part of the game video system and you will constantly run into issues like this. There is another thread which discusses this same issue, and we are probably going to drop DirectShow support in 3.7. And with that AVI support will also be dropped. At this point the idea is to support only MVE and Theora. Unlike the AVI support, both of those formats would have codecs directly in the game source and be cross-platform. Both audio and video would be handled directly through game code rather than a totally separate app/interface like it does with DirectShow.
PS: I heard rumors about bumpmapping...is it true? How could I get my hands on a testbuild?
Yes, it's true.
You can't. :)
The bumpmap code is on hold while I work on other things (like FS2NetD). I'll start up on it again soon, but test builds will probably go only to the BtRL and SoL TCs, plus anyway that DaBrain decides to give the build to. It's unlikely to go public until the new code hits CVS since those test builds will also introduce shader support. Also, it will be OpenGL only since I don't know how to code it all up for D3D.
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What's the point, DaBrain is on WCS staff list as well :)
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How good is this Theora? Personaly I don't like MVE...the quality compared to AVIs isn't that good and I don't like the idea of doing all this work with the movies just to have them compressed into a format with bad quality.
Are there other possible codec that could be included into the engine?
As for Bumpmapping...*goes over to Taylor and DaBrain and looks at them like this*
(http://www.stepanoff.org/wordpress/wp-content/20040830-puss_in_boots.jpg)
-=Please=-
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blargh. i put in the alpha patches and **** and now i'm seeing the ugly nebula reflections when i shouldn't be more than ever now. they're everywere. techroom, lab, and in-game where there's nothing to reflect. it's especially ugly on the Triton and TC-TRI. strangely enough though, on some of the ships after i played a mission, the reflections left the textures except on the cockpits.
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Did you guys fix the problem with the breifing music stopping an lagging up the game?
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i thought that was due to crappy sound cards or sound drivers. ;)
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I'm having severe sound effect - distortions. Like spaoisjdkrrrhhsssshshshshss. Not sure which effects generates it but it fudges the game up. Anyone recognize this and know a build without it?
Yes I have openal, soundcard etc all set up.
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How good is this Theora? Personaly I don't like MVE...the quality compared to AVIs isn't that good and I don't like the idea of doing all this work with the movies just to have them compressed into a format with bad quality.
Theora has very good quality, on par with DivX at the very least. MVE is good, but it really depends on the movie. If you are coming from still frames (renders) or something (uncompressed AVI) then it's better, but converting it from something else will give absolute horrible quality.
Are there other possible codec that could be included into the engine?
If you have suggestions now would be the time to let me know. We aren't going to support 10 different codecs though, just pick the one extra that works best and that will be it. MVE will be supported since it's what the retail movies are encoded with. The additional codec (just the one, maybe two if one codec can't do all that's needed) would be for mods and TCs to have their movies in. Theora is a good choice since it has great audio and video quality, has no licensing fees, is open source (so we can actually include the codec in the game), and uses Vorbis for the audio which we already include in the game (technically: Ogg Vorbis is the audio side, Ogg Theora is the video side). We can't use DivX (because it's closed, and can use MP3 which we won't license) and we can't use XviD (because it's GPL and we can't use GPL code in FSO). Something like MPG1/2 would be the next choice, but it doesn't have the quality and compression that DivX/XviD/H.264/Theora do.
Feel free to add your thoughts to the movie/codec discussion: http://www.hard-light.net/forums/index.php/topic,40047.0.html
As for Bumpmapping...*goes over to Taylor and DaBrain and looks at them like this*
I actually look like that, so the pic has no affect on me. ;)
There is nothing to show bumpmap wise anyway right now so it doesn't matter either way. The test build isn't going to be uber secret or anything, just a bit crash-happy probably. That's the only reason I don't plan on making a big public test out of it all. As soon as bumpmapping is ready it will hit CVS. The test builds would only be for mappers to get the chance to test out what it can do, and point out any errors that I'm making in the rendering process. The build would do nothing different without the normal maps anyway so until those get publicly released there is nothing to see even if you had the test build.
I'm having severe sound effect - distortions. Like spaoisjdkrrrhhsssshshshshss. Not sure which effects generates it but it fudges the game up. Anyone recognize this and know a build without it?
What sound card do you have? Which drivers? What you are describing is what people tend to complain about when they are using an AC'97 card and old drivers. A driver upgrade tends to fix it for them.
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blargh. i put in the alpha patches and **** and now i'm seeing the ugly nebula reflections when i shouldn't be more than ever now. they're everywere. techroom, lab, and in-game where there's nothing to reflect. it's especially ugly on the Triton and TC-TRI. strangely enough though, on some of the ships after i played a mission, the reflections left the textures except on the cockpits.
Cobra, those alpha patches aren't for the ship maps. That's still being worked on. For now, turn off 'use specular alpha for env mapping' and wait for the next mediaVP test... or if you know how, go turn all the DXT5 maps that have white alpha channels into DXT1 ;)
I like the Theora idea a lot. In fact I can't think of a better choice. :yes:
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Cobra, those alpha patches aren't for the ship maps. That's still being worked on. For now, turn off 'use specular alpha for env mapping' and wait for the next mediaVP test... or if you know how, go turn all the DXT5 maps that have white alpha channels into DXT1 ;)
well duh. i was just saying after patching the %@$#ed up effects and models, i was seeing more of the messed up env. mapping than normal.
and no, i don't know how. :P
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Are the additional files supposed to replace the mv_adveffects, mv_effects, and mv_models files?
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nope. they just fix the black box problem on some effects, and they fix a problem with ship models (that i don't know anything about) :nervous:
plus, if they WERE supposed to replace the Media VP's, they would be MUCH bigger. ;)
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How good is this Theora? Personaly I don't like MVE...the quality compared to AVIs isn't that good and I don't like the idea of doing all this work with the movies just to have them compressed into a format with bad quality.
Theora has very good quality, on par with DivX at the very least. MVE is good, but it really depends on the movie. If you are coming from still frames (renders) or something (uncompressed AVI) then it's better, but converting it from something else will give absolute horrible quality.
Are there other possible codec that could be included into the engine?
If you have suggestions now would be the time to let me know. We aren't going to support 10 different codecs though, just pick the one extra that works best and that will be it. MVE will be supported since it's what the retail movies are encoded with. The additional codec (just the one, maybe two if one codec can't do all that's needed) would be for mods and TCs to have their movies in. Theora is a good choice since it has great audio and video quality, has no licensing fees, is open source (so we can actually include the codec in the game), and uses Vorbis for the audio which we already include in the game (technically: Ogg Vorbis is the audio side, Ogg Theora is the video side). We can't use DivX (because it's closed, and can use MP3 which we won't license) and we can't use XviD (because it's GPL and we can't use GPL code in FSO). Something like MPG1/2 would be the next choice, but it doesn't have the quality and compression that DivX/XviD/H.264/Theora do.
Feel free to add your thoughts to the movie/codec discussion: http://www.hard-light.net/forums/index.php/topic,40047.0.html
As for Bumpmapping...*goes over to Taylor and DaBrain and looks at them like this*
I actually look like that, so the pic has no affect on me. ;)
There is nothing to show bumpmap wise anyway right now so it doesn't matter either way. The test build isn't going to be uber secret or anything, just a bit crash-happy probably. That's the only reason I don't plan on making a big public test out of it all. As soon as bumpmapping is ready it will hit CVS. The test builds would only be for mappers to get the chance to test out what it can do, and point out any errors that I'm making in the rendering process. The build would do nothing different without the normal maps anyway so until those get publicly released there is nothing to see even if you had the test build.
I'm having severe sound effect - distortions. Like spaoisjdkrrrhhsssshshshshss. Not sure which effects generates it but it fudges the game up. Anyone recognize this and know a build without it?
What sound card do you have? Which drivers? What you are describing is what people tend to complain about when they are using an AC'97 card and old drivers. A driver upgrade tends to fix it for them.
I would have campaigned for a GPL codec like Xvid....but since we can't use such code, I'm sold on Theora.
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nope. they just fix the black box problem on some effects, and they fix a problem with ship models (that i don't know anything about) :nervous:
plus, if they WERE supposed to replace the Media VP's, they would be MUCH bigger. ;)
Except on my computer, apparently. I put them in and it did absolutely nothing... which leads me to believe that I did something wrong, but what, I don't know.
Yes, I have OpenGL, no, I don't have anything in the effects files, no, the alphapatches are no longer in the mediavp folder.
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I'm having severe sound effect - distortions. Like spaoisjdkrrrhhsssshshshshss. Not sure which effects generates it but it fudges the game up. Anyone recognize this and know a build without it?
Yes I have openal, soundcard etc all set up.
214 is having the same problem. 214 is wondering if it is an option turned on that is making it do this. 214 has a Compaq Presario w/ onboard sound card. 214 doesn't know what type of sound card he has. 214 needs help. 214 will stop speaking in third person.
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nope. they just fix the black box problem on some effects, and they fix a problem with ship models (that i don't know anything about) :nervous:
plus, if they WERE supposed to replace the Media VP's, they would be MUCH bigger. ;)
Except on my computer, apparently. I put them in and it did absolutely nothing... which leads me to believe that I did something wrong, but what, I don't know.
Yes, I have OpenGL, no, I don't have anything in the effects files, no, the alphapatches are no longer in the mediavp folder.
It's very strange. A few tips:
+ Make sure you have no extra vps in Freespace rather than retail ones (sparkys, root, smarty, warble)
+ Make sure you have no files inside Freespace\Data.
+ Redownload 3.6.8. zetas and 710 patches. (Maybe you've got corrupted data)
+ Put them all in Freespace\Mediavps. (Create the folder if needed or delete all the contents in older one).
+ Download Launcher 5.4 and 3.6.9.RC6
+ From launcher select Mediavps as your MOD.
+ Then, you should have all effects without black boxes in tweaked and updated retail FS2 campaign.
+ (Remember to make your other mods point to Mediavps through SecondaryList in each MOD.INI. Read Karajorma's FAQ or Wiki (-MOD flag help)).
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I'm having severe sound effect - distortions. Like spaoisjdkrrrhhsssshshshshss. Not sure which effects generates it but it fudges the game up. Anyone recognize this and know a build without it?
Yes I have openal, soundcard etc all set up.
214 is having the same problem. 214 is wondering if it is an option turned on that is making it do this. 214 has a Compaq Presario w/ onboard sound card. 214 doesn't know what type of sound card he has. 214 needs help. 214 will stop speaking in third person.
214 needs to upgrade his Presario. :P
Except on my computer, apparently. I put them in and it did absolutely nothing... which leads me to believe that I did something wrong, but what, I don't know.
Yes, I have OpenGL, no, I don't have anything in the effects files, no, the alphapatches are no longer in the mediavp folder.
This is probably just a shot in the dark, but did you by any chance have -img2dds turned on while you had the alpha patches installed? IIRC taylor fixed -img2dds but then it broke again.
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No, I just checked, and that isn't on.
Corrupted download..... Ok, I'll redownload them.
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Is there a mv_core.vp or a mv_music.vp for this build? Or should I just use the 3.6.9 vps since the 3.6.8 build seems to be non-existant?
Edit: Oh, and is there a new texture vp?
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MediaVP's 3.6.8 Zeta (http://www.hard-light.net/forums/index.php/topic,39905.0.html) are currently the most recent VP's. Don't forget Taylors 0710 patches on page 5. Or, here's a link directly to the top of page 5 (http://www.hard-light.net/forums/index.php/topic,39905.100.html).
There are not any 3.6.9 VP's yet. DaBrain is likely still working on them and as of yet has not released any beta's and I don't suggest nagging him about it.
It's likely people are confusing the EXE builds and the VP builds. At some point they will come into confluence.
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Total showstopper FRED bug, I'm afraid.
Attempting to launch the campaign editor causes FRED to CTD. The Debug spew doesn't say a thing. I'm mantising it next.
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I believe I fixed that one already actually but it missed hitting RC6 by a day or so.
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Argh. :/
Would it fixed in the latest CVS build then?
EDIT: It would not. I get an error message now though. The debug build is oddly less informative then standard FRED.
Standard FRED warns of a buffer overrun and tells you it has to terminate; Debug build says nothing of that but instead informs of a debug error and the stack being corrupted around variable 'real_fname'.
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Actually now that I think about it I fixed that a day before RC 5 not RC 6. Are you absolutely certain you have RC 6? The last modified date for RC 6 is early August not early July.
If you're certain you have RC6 then it's unlikely a CVS build will fix the problem either since I committed the fix to both branches.
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It's RC6.
See above for what the CVS builds gave me when I tried again.
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Did we get the ability to repeatedly move waypoint positions? Also number->string and string-concat sexps. You don't have to return strings. Just modify existing ones. Like calling an ANSI C string function.
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Hmmm. Try it with RC 4. When people reported that RC 5 crashed I assumed that it was just a case of the build being posted without a CVS update but it may be that the fix is causing a second crash elsewhere. Try RC 4 as that one definitely doesn't have my fix.
In the meanwhile I'll look into it.
BTW of those two error messages the debug one was the more infomative of the two :)
@ IP I haven't had much time to look into those things unfortunately IP. Bug fixing 3.6.9 is pretty much top of my list at the moment. It is on the list though. You know I want those features as much as you do :)
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Debug build says nothing of that but instead informs of a debug error and the stack being corrupted around variable 'real_fname'.
... which is a good indicator that your filename for that mission is too long. Maximum length is 31 characters, including the extension, which means that you can use 27 characters for the base name. Check that the filename is short enough and let us know if that was the problem.
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Yep. That was exactly what I was about to suggest. I just wanted to test it first.
Long file names definitely can crash the campaign editor.
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If C3M1.fs2 and/or C3M2.fs2 are too long, then I'd say the problem is on FRED's end...
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MediaVP's 3.6.8 Zeta (http://www.hard-light.net/forums/index.php/topic,39905.0.html) are currently the most recent VP's. Don't forget Taylors 0710 patches on page 5. Or, here's a link directly to the top of page 5 (http://www.hard-light.net/forums/index.php/topic,39905.100.html).
There are not any 3.6.9 VP's yet. DaBrain is likely still working on them and as of yet has not released any beta's and I don't suggest nagging him about it.
It's likely people are confusing the EXE builds and the VP builds. At some point they will come into confluence.
Ahhh, there we are. Additionally, I had to unistall then reinstall FS2 and SCP. I saved my pilots, but when I start the game, I lost everything that was in the tech room database. Do any of you guys know how to add these things back? Thanks.
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MediaVP's 3.6.8 Zeta (http://www.hard-light.net/forums/index.php/topic,39905.0.html) are currently the most recent VP's. Don't forget Taylors 0710 patches on page 5. Or, here's a link directly to the top of page 5 (http://www.hard-light.net/forums/index.php/topic,39905.100.html).
There are not any 3.6.9 VP's yet. DaBrain is likely still working on them and as of yet has not released any beta's and I don't suggest nagging him about it.
It's likely people are confusing the EXE builds and the VP builds. At some point they will come into confluence.
Ahhh, there we are. Additionally, I had to unistall then reinstall FS2 and SCP. I saved my pilots, but when I start the game, I lost everything that was in the tech room database. Do any of you guys know how to add these things back? Thanks.
Because of data pilot corruption, ALWAYS use a new pilot for each campaign you start.
In any of the Tech Room screens (even mission simulator) you can show all the items pressing Ctrl+Shift+S. And if you want to check all playable models, try pressing F3 from main hall.
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Because of data pilot corruption, ALWAYS use a new pilot for each campaign you start.
In any of the Tech Room screens (even mission simulator) you can show all the items pressing Ctrl+Shift+S. And if you want to check all playable models, try pressing F3 from main hall.
What? :eek: Wow! I didn't know that! Is this something that you could do from the beginning or is this an SCP add on?
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you have to do it or at some point, you'll lose all your campaign progress
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What? :eek: Wow! I didn't know that! Is this something that you could do from the beginning or is this an SCP add on?
It's an SCP add on.