Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: chief1983 on March 23, 2009, 10:44:40 pm
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Here it is, after
months years of development and bugfixing, the first 3.6.10 Release Candidate is finally awaiting your approval. Details are as follows:
FS2_Open/FSO/SCP 3.6.10 RC1 is the equivalent to trunk revision 5114.
Windows builds were using Visual C++ 6.0, compressed as zip for ease of use and distribution - Turey, come on, get the LZMA SDK into your installer already! :)
Echelon9 provided the OS X builds, which I repackaged into compressed .dmg format
Linux builds were made on OpenGEU 8.10 64bit using the standard build-essential compiler installation - This also included using libopenal.so.1 instead of .0, so a symlink creation may be necessary in case it is reported as missing
Windows builds were compiled to include both Text-to-Speech and Voice Recognition support
Don't use Inferno builds unless you're playing Inferno, or TBP, or any other mod with a gargantuan amount of ships
Launchers, if you don't have one already:
Windows: Launcher 5.5d (http://fs2source.warpcore.org/exes/Launcher55d.rar)
OS X: Soulstorm's OS X Launcher 3.0 (http://www.hard-light.net/forums/index.php/topic,51391.0.html)
Linux: YAL (http://www.hard-light.net/forums/index.php/topic,53206.0.html) or here (http://www.hard-light.net/forums/index.php/topic,44204.0.html) or whatever you can figure out.
Windows
Regular (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_10_RC1.zip)
Inferno (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_10_RC1_INF.zip)
OS X
Regular (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.10_RC1.dmg)
Inferno (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.10_RC1_INF.dmg)
Linux
Regular (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3_6_10_RC1.tar.bz2)
Inferno (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3_6_10_RC1_INF.tar.bz2)
This is not a one-stop shop to make your FSO the prettiest it can be! These are only the FS2_Open executables. If you're starting from a fresh retail or GOG install, you probably want the MediaVPs as well, which should be sticked in a post in the Freespace Upgrade Forum (http://www.hard-light.net/forums/index.php/board,120.0.html). For a full blown install it all solution, look at Turey's FSO Installer (http://www.fsoinstaller.com/), but there have been reports of corruption with the 3.6.10 MediaVPs, so you might want to get those separately.
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Non-comprehensive additions list:
Here's what I've added since 3.6.9
* Multiplayer for Inferno Builds
* Support for nesting of when-argument and every-time-argument
* Added an Assist Score value in FRED so FREDders can give points for assists with capship kills.
* Add Hide Ship Name to the Ship Flags Editor
* Allow goal priorities higher than 89 to be assigned in FRED
* Added the Knock feature from Tom's Old Build, allowing people to tell when someone wants to join a running multiplayer game.
* Allow wingmen to send messages when under friendly fire
* Add support for Network SEXP Variables
Added the following SEXPs
* Query Orders
* Change-player-score
* Change-team-score
* Set-persona
* is-player
* Change-subsystem-name
* Num-assists
* Ship-score
* Player-deaths
* Respawns-left
* Reset-orders
Added the following AI Profile entries (Default values given)
* $Percentage Required For Kill Scale: 0.30, 0.30, 0.30, 0.30, 0.30
* $Percentage Required For Assist Scale: 0.15, 0.15, 0.15, 0.15, 0.15
* $Percentage Awarded For Capship Assist: 0.5, 0.5, 0.5, 0.5, 0.5
* $include beams for kills and assists: NO
* $score kills based on damage caused: NO
* $score assists based on damage caused: NO
* $allow event and goal scoring in multiplayer: NO
And a hell of a lot of bug fixes.
My feature additions to trunk
Added following table options
* ai_profiles.tbl
$prevent turrets targeting too distant bombs: NO
$smart subsystem targeting for turrets: NO
* ships.tbl
+noreplace option to optionally preserve flags when parsing tbms
* weapons.tbl
+override option to optionally override the flags when parsing tbms
* muzzleflash.tbl
+override option to optionally erase the existing 'blobs' from a muzzleflash instead of appending the list
Other...
* Allowed multiple beams to use multiple firepoints in a turret
* added startMission lua function
I've added the ability to disable the requirement that fighters be equipped with primaries and/or secondaries in multiplayer matches through ai_profiles flags, worked to add the 3dshockwave flag to help satisfy as many MediaVP users as possible, in a manner that didn't break any release mods, and worked to push through several other bug fixes.
In addition, the rest of the SCP team has added many more features, although were so far unable to comment on a comprehensive list, and documentation should be coming along in the Wiki shortly for any currently undocumented additions. Some other notable achievements in the last year include the return of the PXO-style lobby, newer FS2NetD server and client code (dubbed FS2NetD 2.5 currently), the OpenGL Shader Library implementation allowing for shader-based graphics as opposed to the fixed rendering pipeline we were previously limited to, and many other bug fixes from every coder.
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Ohh yeah, good times!
/me gets both for Mac OS X.
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Thanks every one , it seems to have been a long road but there is light at the end of the tunnel , downloads and bug tests the multiplayer stuff.....
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Windows builds were compiled to include both Text-to-Speech and Voice Recognition support
WHEEEEEeeeeeeeee!!! :D
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Nice.
Do these builds support the Radar Icons?
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Windows builds were compiled to include both Text-to-Speech and Voice Recognition support
WHEEEEEeeeeeeeee!!! :D
Finally......
I almost forgot what it was like not to have to speed-read in the middle of a dogfight
Valuable Skill though. Valuable Skill.
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Nice.
Do these builds support the Radar Icons?
no
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:rolleyes:
Back on topic please,
Thank you very much SCP guys! :yes: I can now enjoy Alcibiades' Gamble (sp? :nervous: ) with Microsoft Anna as my copilot!
*EDIT*Surely this deserves a sticky, if not an announcement! */EDIT*
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Was working on that right now. Check announcements in about 5.
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that weapons models bug i reported is still in here.
*updates mantis*
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Oh yeah, just made my day! :D
I'm just curious, when the final 3.6.10 is released, what happens to the Nightly Builds?
EDIT - Just read the Nightly builds disabled thread.
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I've been playing with the nightlies as they've been released, including the RC. This is as good a place as any to mention of the things I've noticed:
- Several instances where missiles appear to do no damage after striking a target. This is most commonly seen when firing upon an approaching fighter; the missiles do not veer off and strike countermeasures, but seemingly explode against the fighter without harming it. At first I thought the blast might be absorbed by the shield, but hitting the shielded target with the same payload from a different angle--say, from behind it--will not only penetrate the shield, but also destroy the target. Is there any particular cause for this behavior?
- The squadron indicator sometimes incorrectly lists the status of your wingmen, displaying them as present even if they have departed or been destroyed. This often happens in missions in which you have large numbers of wingmen, such as Chasing Shadows and Secrets Reborn; I'm not certain, but I think this dates back to retail, as I seem to recall it happening a lot in Love the Treason.
- Destroying an enemy fighter's weapons subsystem has no effect. They can still fire. Boooo. :p
- This may be more of a FREDing issue, but I'll mention it here anyway since I'm not sure. Several missions in ST: R end with your wingmen automatically departing without orders from you; when this happens, support ships will also leave... even if they're docked with you at the time. I assume that there's a SEXP for this, but it probably shouldn't affect support craft in addition to fighters and bombers.
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- This may be more of a FREDing issue, but I'll mention it here anyway since I'm not sure. Several missions in ST: R end with your wingmen automatically departing without orders from you; when this happens, support ships will also leave... even if they're docked with you at the time. I assume that there's a SEXP for this, but it probably shouldn't affect support craft in addition to fighters and bombers.
That's a sexp/FRED-er thing.
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It's more than likely there is a SEXP-equivalent of "Everyone GTFO NOW". That may not be what should have been used though.
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bugs, the reason this is a release candidate, and not a release.
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Actually with over 100 open bugs in Mantis it's very unlikely that we'll fix all the bugs in 3.6.10. What's important is checking that we haven't opened any new ones fixing the old ones.
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- This may be more of a FREDing issue, but I'll mention it here anyway since I'm not sure. Several missions in ST: R end with your wingmen automatically departing without orders from you; when this happens, support ships will also leave... even if they're docked with you at the time. I assume that there's a SEXP for this, but it probably shouldn't affect support craft in addition to fighters and bombers
Even if certain wingmen are ordered to depart, the support ship usually isn't (and can't be, without using a FSO-only sexp hack). Would it be possible for you to get a video capture of this?
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none the less this build breaks nukemod because of the recently introduced primary weapon models bugs. i can understand the need to bring the mod bugfixes up to the current build, and im doing that (and will hopefully add a lot of content in the process). but when a feature that worked before is broke its kinda hard to make the mod work. also the chaotic nature of the bug could possibly indicate a severe problem within the engine.
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- This may be more of a FREDing issue, but I'll mention it here anyway since I'm not sure. Several missions in ST: R end with your wingmen automatically departing without orders from you; when this happens, support ships will also leave... even if they're docked with you at the time. I assume that there's a SEXP for this, but it probably shouldn't affect support craft in addition to fighters and bombers
Even if certain wingmen are ordered to depart, the support ship usually isn't (and can't be, without using a FSO-only sexp hack). Would it be possible for you to get a video capture of this?
I'm afraid I don't have any video capture software (let alone a place to upload any video), but I just tested this in Chasing Shadows. I misspoke earlier; the support craft doesn't depart when your wingmen are given the order to leave, but it will abort a resupply in progress if it is currently docked with you.
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I'm afraid I don't have any video capture software (let alone a place to upload any video), but I just tested this in Chasing Shadows. I misspoke earlier; the support craft doesn't depart when your wingmen are given the order to leave, but it will abort a resupply in progress if it is currently docked with you.
Interesting; this makes a lot more sense. Can you Mantis this?
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I don't have an account. I'm not a good tester. :p
EDIT: Whee! Did some more testing and determined that the departure order causes the resupply to abort whether the ship is docked with you or not.
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That's a little strange. But I've got an idea what could be causing that.
EDIT: Let me get this straight. If the supply ship is ordered to depart it undocks and instantly departs? Or are we talking about something else?
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Do these builds support the Radar Icons?
no
:( But... but the radar icons TBM breaks non-Wanderer builds. Can't you just parse and ignore that line so we don't have to move it?
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:( But... but the radar icons TBM breaks non-Wanderer builds. Can't you just parse and ignore that line so we don't have to move it?
Indeed. There's a Mantis issue for this very bug. Start pestering me about it. :p
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/me commences pestering Goober about that bug he made me report for him
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i put up a link to a mini mod that shows the bug (0001899) i reported, so im gona jump on the pester the coders to fix my bug bandwagon here.
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I definitely think it's one that should be fixed before release but I might have to make a RC2 that doesn't have the fix in it, to get some other bugfixes tested (and I would just make the 32bit Linux builds then).
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That's a little strange. But I've got an idea what could be causing that.
EDIT: Let me get this straight. If the supply ship is ordered to depart it undocks and instantly departs? Or are we talking about something else?
In missions where the 'all-wingmen-GTFO' SEXP is used, a supply ship will abort a resupply order in progress--whether it is docked with a ship or on its way to do so--and return to an 'idle' state.
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That's a little strange. But I've got an idea what could be causing that.
EDIT: Let me get this straight. If the supply ship is ordered to depart it undocks and instantly departs? Or are we talking about something else?
In missions where the 'all-wingmen-GTFO' SEXP is used, a supply ship will abort a resupply order in progress--whether it is docked with a ship or on its way to do so--and return to an 'idle' state.
There's actually a sexp for that?
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It makes sense--you don't want your wingmen to warp out and carry your support ship away with it. I don't see that as a bug at all, rather a failsafe.
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Oh yeah, I knew I was forgetting something.
When you destroy "cloaked" ships, even if you've previously identified them during a campaign, they don't appear to be counted toward your record of confirmed kills; at the very least, they don't show up as part of your end-of-mission kill tally.
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:( But... but the radar icons TBM breaks non-Wanderer builds. Can't you just parse and ignore that line so we don't have to move it?
Erh... Umh... How about just using mod.ini files? Using separate mod folder to hold radar icon material?
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i was thinking about doing something like that for nukemod, scripted content taking an extra folder, but rc1 has most of the scripting capabilities that i needed so thats becoming less of a requirement.
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Erh... Umh... How about just using mod.ini files? Using separate mod folder to hold radar icon material?
Because at this point, we already might have to be dealing with the MediaVPs, FSPort, and ST:R mod folders, not to mention a folder with its own mod.ini to load all three of those, plus the one to load just the FSPort and MediaVPs. Having to have another set of folders to run with the icons is possible but damn it's getting messy, and the game probably shouldn't crash on unrecognized strings anyway, throw a warning in debug sure, but that's it.
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Thing is, if the tables are borked there's not really any sensible way for the game to continue in most cases. Yeah we might be able to add a message for when end-users have mixed two mods together and made a mess but having the game not crash simply results in more error reports from people who've done that only to get strange errors later on.
So like I said, instead of a crash maybe a more human readable message. But having the game continue is just asking for trouble.
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/me commences pestering Goober about that bug he made me report for him
You fail at pestering. This is a public thread and you didn't even mention what the bug was. :p
There's actually a sexp for that?
No.
It makes sense--you don't want your wingmen to warp out and carry your support ship away with it. I don't see that as a bug at all, rather a failsafe.
The thing is, I think what the code is doing is aborting the rearm if the AI ship has a support request in the queue, not if the AI ship is actually docked with it.
When you destroy "cloaked" ships, even if you've previously identified them during a campaign, they don't appear to be counted toward your record of confirmed kills; at the very least, they don't show up as part of your end-of-mission kill tally.
This is by design. Not sure why.
Thing is, if the tables are borked there's not really any sensible way for the game to continue in most cases.
This is not one of those cases. This feature should handle it in the exact same way as the command-briefing-scrollbar and apply-loadout-to-wing features: simply not display the radar icons if the graphics aren't there.
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The problem isn't the missing graphics, the crash is the unrecognized lines in the table. And the bug I was talking about is this bug, the crashing with the radar icons present. I though you knew the reason for the crash was the table entries, not the graphics. That's why the radar icons can't currently be packaged with the rest of the MediaVPs.
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Okay, well then the solution would be to parse the lines, but ignore them. Same as we currently do with the ships.tbl texture replacement.
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Okay, well then the solution would be to parse the lines, but ignore them. Same as we currently do with the ships.tbl texture replacement.
But...
Thing is, if the tables are borked there's not really any sensible way for the game to continue in most cases. Yeah we might be able to add a message for when end-users have mixed two mods together and made a mess but having the game not crash simply results in more error reports from people who've done that only to get strange errors later on.
So like I said, instead of a crash maybe a more human readable message. But having the game continue is just asking for trouble.
This can only be solved by a fight to the death. Report to Vulcan immediately. Don't forget your Lirpas.
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In this specific case a parse to dummy solution is perfectly fine with me as the issue is a graphical one and is only going to be around until 3.6.11 comes out.
I was talking in response to Chief saying that the game shouldn't crash if the table is borked. Personally I think it should. We just need to make the message it displays easier to understand for the end user. Having the game bravely march on with both legs broken just so it doesn't crash is rather pointless.
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Maybe its better to crash when the tracks are still fresh. Its not a moon mission after all.
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The thing is, I think what the code is doing is aborting the rearm if the AI ship has a support request in the queue, not if the AI ship is actually docked with it.
It's actually doing both. :p
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The really strange thing is I vaguely remember making a change like that recently but I'll be buggered if I can find it in my commit log. :D
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The most recent one I can remember was the player AI ships not departing if waiting to dock with support ship bug in multi.
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Long time lurker...first time poster.
I just tried the 3.6.10 RC1 and I cannot seem to figure out how to use the voice recognition. I have the latest Launcher (5.5d) and obviously RC1. I also set the "voice recognition" option in the experimental section in the options of the launcher. Any ideas? Or is it broken?
Thanks for the help!
I am using Vista x64 with a USB microphone and it worked well in the 3.6.9 builds.
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Voice Recognition was not compiled by mistake in RC1, RC2 will be out soon (hopefully tonight). There still seem to be issues with it, but at least it was compiled in correctly this time.
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Thanks for the heads up! I eagerly await RC2.
Out of curiosity, what issues are there with voice recognition?
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It's having trouble connecting to the speech synth device. Not sure why yet.
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Hi!
I just wanted to say:
HOLY CRAP! This is awesome. Thanks to everyone who's worked on this!
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@dragon875:
Since nearest makes no difference...
/me fires his BABeam.
(http://v4belg.blu.livefilestore.com/y1pb2zOKko_EFpQjDtyH1JJlpsprwVAS5RjgGQf1k0T4-Ao5EzWANCvtTWmxdsIze0v-MaUukNRFMAaS249gVimhQ/WelcomeAncient.png)
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@dragon875:
Since nearest makes no difference...
/me fires his BABeam.
(http://v4belg.blu.livefilestore.com/y1pb2zOKko_EFpQjDtyH1JJlpsprwVAS5RjgGQf1k0T4-Ao5EzWANCvtTWmxdsIze0v-MaUukNRFMAaS249gVimhQ/WelcomeAncient.png)
Thanks!!
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So how does multiplayer work on this?
User names, passwords, validation?
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So how does multiplayer work on this?
User names, passwords, validation?
read this and follow the instructions
http://www.hard-light.net/forums/index.php/topic,49012.0.html
it might be a little outdated (hopes colecampbell does an update of info)
but as far as i can see it should work
and if you have any more questions post in the multiplayer section
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There's a possible issue with 12 player missions on this build. It will be fixed in RC 2 though. Apart from that it should be fine.
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Hi there, a quickie: The newspost mentions GLSL, does SCP have a framebuffer yet?
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Hi there, a quickie: The newspost mentions GLSL, does SCP have a framebuffer yet?
Exsqueeze me? Baking soda? I'm not really sure what you're asking...do you mean post-processing of the rendered frame?
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Well, I know very little of OGL to be honest (only tried spinning cubes and whatnot) but AFAIK postprocessing is done via FBO:s which make use of a framebuffer? Or am I totally lost here? Anyways, from what I've gathered SCP couldn't do post processing due to the lack of a framebuffer.
Well, the mention of GLSL (I'm guessing shaders are a form of a post-process or am I totally lost again?) got me wondering, sorry for the 'derailing'.
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RC2 is now available - please upgrade @ the 3.6.10 RC2 release thread (http://www.hard-light.net/forums/index.php/topic,62210.0.html)