Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Nightly Builds => Topic started by: SirKnightly on October 04, 2016, 03:32:50 am

Title: Nightly: 04 October 2016 - Revision 778cb6f
Post by: SirKnightly on October 04, 2016, 03:32:50 am
Here is the nightly for 04 October 2016 - Revision 778cb6f


Group: Linux
nightly_20161004_778cb6f-builds-Linux.tar.gz (https://dl.bintray.com/scp-fs2open/FSO/nightly_20161004_778cb6f-builds-Linux.tar.gz)
SHA1: 733e808d1209f680962cf13fe6c01d2bbea8bdad


Group: MacOSX
nightly_20161004_778cb6f-builds-MacOSX.tar.gz (https://dl.bintray.com/scp-fs2open/FSO/nightly_20161004_778cb6f-builds-MacOSX.tar.gz)
SHA1: 5053b91072763f834004031b98acdb42e97edb01


Group: Win32
nightly_20161004_778cb6f-builds-Win32.zip (https://dl.bintray.com/scp-fs2open/FSO/nightly_20161004_778cb6f-builds-Win32.zip)
SHA1: 405dcb4eebe39dc55d66759ba02b74a0390f4738


Group: Win64
nightly_20161004_778cb6f-builds-Win64.zip (https://dl.bintray.com/scp-fs2open/FSO/nightly_20161004_778cb6f-builds-Win64.zip)
SHA1: 8595b5834166b939637fdb34d6bac83d78815f53


Code: [Select]
------------------------------------------------------------------------
commit a926147
Author: niffiwan <Mon Oct 3 22:31:56 2016 +1000>
Commit: niffiwan <Mon Oct 3 22:31:56 2016 +1000>

    Add func def to .h & remove extern
 code/model/model.h         | 1 +
 code/model/modelinterp.cpp | 2 +-
 code/model/modeloctant.cpp | 3 ---
 code/model/modelread.cpp   | 1 -
 4 files changed, 2 insertions(+), 5 deletions(-)

------------------------------------------------------------------------
commit 484d810
Author: niffiwan <Mon Oct 3 12:22:57 2016 +1000>
Commit: niffiwan <Mon Oct 3 12:22:57 2016 +1000>

    Cleanup some non-HTL code
 code/model/modelinterp.cpp | 23 +++--------------------
 code/model/modeloctant.cpp |  2 +-
 code/model/modelread.cpp   |  4 ++--
 3 files changed, 6 insertions(+), 23 deletions(-)

------------------------------------------------------------------------
commit 2e59f68
Author: niffiwan <Mon Oct 3 09:35:28 2016 +1000>
Commit: niffiwan <Mon Oct 3 09:35:28 2016 +1000>

    Fix Coverity 1363382
 code/hud/hudmessage.cpp | 5 +++--
 1 file changed, 3 insertions(+), 2 deletions(-)

------------------------------------------------------------------------
commit 45ae61d
Author: asarium <Sun Oct 2 23:25:53 2016 +0200>
Commit: asarium <Sun Oct 2 23:25:53 2016 +0200>

    Remove unused function
 code/sound/ffmpeg/FFmpegAudioReader.cpp | 6 ------
 code/sound/ffmpeg/FFmpegAudioReader.h   | 2 --
 2 files changed, 8 deletions(-)

------------------------------------------------------------------------
commit 66b62ee
Author: asarium <Sun Oct 2 19:45:40 2016 +0200>
Commit: asarium <Sun Oct 2 19:52:52 2016 +0200>

    Fix ADPCM with older FFmpeg versions
 code/sound/ffmpeg/FFmpegAudioReader.cpp | 51 ++++++++++++++++++++++++++++++---
 code/sound/ffmpeg/FFmpegAudioReader.h   |  7 +++++
 code/sound/ffmpeg/WaveFile.cpp          |  7 +++--
 code/sound/ffmpeg/WaveFile.h            |  5 ++++
 4 files changed, 63 insertions(+), 7 deletions(-)
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: Cobra on October 04, 2016, 01:55:09 pm
Music playback is broken, but apparently in-mission only. The first couple of seconds of music loops and repeats. If it's ambiance, it simply repeats. If it's battle, it repeatedly switches through all the battle tracks after a couple of seconds in each.
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: m!m on October 04, 2016, 02:39:29 pm
Which mod? I tested the FS2 mainhall and the BP2 mainhall and everything seemed to be working fine.
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: Cobra on October 04, 2016, 02:46:43 pm
but apparently in-mission only.

:P

The stock FS2 music tracks are the only ones I've tried so far, though.
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: m!m on October 04, 2016, 02:47:40 pm
Ok, I'll take a look at that.
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: Cobra on October 04, 2016, 02:51:03 pm
I think a safe bet would be that something is causing the in-mission tracks to end almost immediately after they start. Maybe something's been buggered with the timings by the new code?
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: m!m on October 04, 2016, 02:58:02 pm
I can't reproduce it with the few missions I tested. In which does this happen and do I need the MediaVPs?
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: Cobra on October 04, 2016, 03:00:19 pm
Mediavps, yes. I was playing Derelict.
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: m!m on October 04, 2016, 03:03:15 pm
I think I can reproduce this, I'll check if it was happening before to make sure that the last few changes actually caused this issue.
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: Cobra on October 04, 2016, 03:10:06 pm
Reproducible in around the same point of time. Noticeable after about five minutes of mission time. I think it glitches out after changing tracks too many times. I'll try a different mission.

[EDIT] Did not get the problem in a different mission, but the music was the same.

Also... is it just me or do beams now have mass? They seem to have a kinetic effect on capships now when they get hit.
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: Cobra on October 04, 2016, 04:15:05 pm
Another issue: I don't know how far back it goes, but AI orders have been heavily b0rked for the past few nightlies. Latest instance: the first mission in War in Heaven 1 has the Boanerges and Rhea bombers firing Cyclops warheads at extreme range, around 5km, to the point where the torpedoes' lifespan runs out before they even get halfway (which also suggests the AI can now lock on and fire torpedoes well outside the Cyclops' range). Then the bombers and fighters continued to mill about in one area, with the bombers continuing to fire bombs which pull 90 degree turns immediately after firing. I still occasionally find enemy fighters ****ing off to nowhere in particular and require cheats to kill because they constantly use afterburner to get wherever it is they think they need to go. Wingmen given the initial order in FRED to form on my wing absolutely refuse to engage any targets when they did before.
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: AdmiralRalwood on October 04, 2016, 04:20:26 pm
Also... is it just me or do beams now have mass? They seem to have a kinetic effect on capships now when they get hit.
Beams have always had mass... beam code hasn't been changed in a while, either.
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: Cobra on October 04, 2016, 04:21:30 pm
Also... is it just me or do beams now have mass? They seem to have a kinetic effect on capships now when they get hit.
Beams have always had mass... beam code hasn't been changed in a while, either.

Definitely odd. I've never seen capships literally get pushed around by beams until now. This was present in at least the 9/30 nightly.
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: X3N0-Life-Form on October 04, 2016, 05:02:50 pm
That's odd, because I've pretty much always seen it with smaller warships and freighters.
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: m!m on October 05, 2016, 06:57:40 am
@Cobra: I have done a few more tests and, as far as I can tell, the rapid changing of battle music has also been present before (at least in the mission I tested). There are some clipping issues that I'll have to fix but that's another issue. What mission have you been testing that showed this bug?
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: Trivial Psychic on October 05, 2016, 07:21:30 am
The Sept. 30th build seems to be working for me on this.
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: Cobra on October 05, 2016, 02:34:41 pm
The Sept. 30th build seems to be working for me on this.

Yeah, that's the build I fell back to and played the mission over with and had no issues.

@Cobra: I have done a few more tests and, as far as I can tell, the rapid changing of battle music has also been present before (at least in the mission I tested). There are some clipping issues that I'll have to fix but that's another issue. What mission have you been testing that showed this bug?

Takes place in Memento Mori. Always after I take down the group of 4 cruisers, which is usually after the 5 minute mark. If it's happening before, I didn't hear it over battle sounds.
How can this be mission-specific, though?
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: Cobra on October 05, 2016, 06:18:31 pm
Ooh, another issue discovered in Blue Planet. In War in Heaven 1's third mission command brief (which is the most prominent example), the voice files play from somewhere other than the 0:00:00 mark. In the first page, the "GT" of "GTVA" is skipped; and in the second, at least two or three words are skipped before you actually hear anything. This is present in the 10/5 nightly, as well.
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: m!m on October 06, 2016, 03:30:06 am
I am aware of this issue and I have already fixed it (but I haven't published the fix yet). I'm currently tracking down another annoying bug related to this so hopefully the fix should be ready soon.

EDIT: All bugs should be fixed now and once PR #1005 is merged the changes will be in master as well.
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: m!m on October 07, 2016, 03:38:48 am
The fixes have been merged and should now appear in the next nightly build.
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: Cobra on October 07, 2016, 03:44:48 am
Awesome, you are a champion among men. Was there something actually wrong with music playback?
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: m!m on October 07, 2016, 03:45:57 am
I haven't changed anything with the event music yet. I only fixed the obvious sound corruption bugs.
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: Cobra on October 07, 2016, 03:55:32 am
Ah, okay. I wonder if those sound bugs were also the cause of occasional restarts of command brief/briefing voice files. "The GTV- The GTVA" kinda stuff. Not a major thing, but annoying as hell.
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: m!m on October 07, 2016, 04:15:32 am
When does that happen and how can I reproduce it?
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: Cobra on October 07, 2016, 04:39:11 am
When does that happen and how can I reproduce it?

Any mod, and it's fairly random. You simply go through command brief or briefing pages until you get it. But if you go to the next or previous page and come back, it doesn't occur a second time. It's been present for a very long time- since even before .ogg implementation- with both onboard sound and my Asus Xonar card. I think I even made a Mantis ticket for it way back when, but I strangely seem to be the only one getting this; nobody else I've talked to has noticed it. The symptoms are fairly similar to the .ogg cutscene issue in which, apparently, .ogg cutscenes over a certain filesize have their audio restart after a couple of seconds while the video continues, thereby desynchronizing the audio and video. I've contemplated FRAPSing until I encountered the error but that would require far more disk space than I have available.
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: m!m on October 07, 2016, 04:41:05 am
Ah, so it's an older bug. AFAIK, I have never encountered that. If you are lucky that bug may have been fixed with these FFmpeg changes since it should be more robust against corrupted or weirdly formatted data.
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: Cobra on October 07, 2016, 04:44:35 am
I think that would be a logical assumption, but as the adage goes, it ain't ever that simple.
Title: Re: Nightly: 04 October 2016 - Revision 778cb6f
Post by: chief1983 on October 07, 2016, 09:13:00 am
I have encountered that bug myself now that you mention it.  And it is pretty random to reproduce.