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

Title: Happy Vernal Equinox! 3.6.10 RC1!
Post by: chief1983 on March 23, 2009, 10:44:40 pm
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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: chief1983 on March 23, 2009, 10:50:45 pm
Non-comprehensive additions list:

Quote from: karajorma
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.

Quote from: wanderer
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

Quote from: chief1983
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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Androgeos Exeunt on March 23, 2009, 11:04:53 pm
Ohh yeah, good times!
/me gets both for Mac OS X.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: captain-custard on March 24, 2009, 04:11:24 am
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.....


Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Wobble73 on March 24, 2009, 04:36:52 am

Windows builds were compiled to include both Text-to-Speech and Voice Recognition support



WHEEEEEeeeeeeeee!!!  :D
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Narvi on March 24, 2009, 04:49:18 am
Nice.

Do these builds support the Radar Icons?
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Dilmah G on March 24, 2009, 04:52:44 am

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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Wanderer on March 24, 2009, 05:34:00 am
Nice.

Do these builds support the Radar Icons?
no
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Wobble73 on March 24, 2009, 11:51:02 am
 :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*
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: chief1983 on March 24, 2009, 06:53:02 pm
Was working on that right now.  Check announcements in about 5.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Nuke on March 25, 2009, 04:18:48 pm
that weapons models bug i reported is still in here.

*updates mantis*
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: eliex on March 25, 2009, 10:55:58 pm
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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Antares on March 25, 2009, 11:44:52 pm
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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Dilmah G on March 26, 2009, 04:18:34 am
- 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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: chief1983 on March 26, 2009, 10:18:54 am
It's more than likely there is a SEXP-equivalent of "Everyone GTFO NOW".  That may not be what should have been used though.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Nuke on March 26, 2009, 11:42:44 am
bugs, the reason this is a release candidate, and not a release.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: karajorma on March 26, 2009, 01:19:44 pm
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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Goober5000 on March 26, 2009, 07:58:13 pm
- 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?
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Nuke on March 26, 2009, 08:21:14 pm
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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Antares on March 26, 2009, 10:49:55 pm
- 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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Goober5000 on March 26, 2009, 11:03:45 pm
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?
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Antares on March 26, 2009, 11:06:54 pm
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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: karajorma on March 27, 2009, 04:21:01 am
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?
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Galemp on March 27, 2009, 12:52:37 pm
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?
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Goober5000 on March 27, 2009, 02:00:03 pm
:( 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
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: chief1983 on March 27, 2009, 02:48:31 pm
/me commences pestering Goober about that bug he made me report for him
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Nuke on March 27, 2009, 03:04:38 pm
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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: chief1983 on March 27, 2009, 03:26:37 pm
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).
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Antares on March 27, 2009, 06:49:01 pm
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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Dilmah G on March 27, 2009, 07:10:26 pm
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?
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Galemp on March 27, 2009, 09:59:41 pm
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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Antares on March 27, 2009, 11:49:09 pm
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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Wanderer on March 28, 2009, 05:48:56 am
:( 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?
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Nuke on March 28, 2009, 11:15:07 am
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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: chief1983 on March 28, 2009, 02:47:38 pm
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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: karajorma on March 28, 2009, 02:56:26 pm
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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Goober5000 on March 28, 2009, 11:43:42 pm
/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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: chief1983 on March 29, 2009, 12:06:16 am
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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Goober5000 on March 29, 2009, 12:20:13 am
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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: chief1983 on March 29, 2009, 12:38:01 am
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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: karajorma on March 29, 2009, 03:25:07 am
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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: castor on March 29, 2009, 05:24:30 am
Maybe its better to crash when the tracks are still fresh. Its not a moon mission after all.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Antares on March 29, 2009, 05:14:48 pm
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
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: karajorma on March 29, 2009, 05:21:11 pm
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
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: FUBAR-BDHR on March 29, 2009, 09:12:24 pm
The most recent one I can remember was the player AI ships not departing if waiting to dock with support ship bug in multi. 
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: dragon875 on April 06, 2009, 01:51:42 pm
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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: chief1983 on April 06, 2009, 02:10:21 pm
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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: dragon875 on April 06, 2009, 02:44:39 pm
Thanks for the heads up!  I eagerly await RC2.

Out of curiosity, what issues are there with voice recognition?
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: chief1983 on April 06, 2009, 04:24:14 pm
It's having trouble connecting to the speech synth device.  Not sure why yet.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Sushi on April 06, 2009, 07:18:01 pm
Hi!

I just wanted to say:

HOLY CRAP! This is awesome. Thanks to everyone who's worked on this!
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Androgeos Exeunt on April 07, 2009, 02:58:41 am
@dragon875:

Since nearest makes no difference...

/me fires his BABeam.

(http://v4belg.blu.livefilestore.com/y1pb2zOKko_EFpQjDtyH1JJlpsprwVAS5RjgGQf1k0T4-Ao5EzWANCvtTWmxdsIze0v-MaUukNRFMAaS249gVimhQ/WelcomeAncient.png)
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: dragon875 on April 07, 2009, 12:12:01 pm
@dragon875:

Since nearest makes no difference...

/me fires his BABeam.

(http://v4belg.blu.livefilestore.com/y1pb2zOKko_EFpQjDtyH1JJlpsprwVAS5RjgGQf1k0T4-Ao5EzWANCvtTWmxdsIze0v-MaUukNRFMAaS249gVimhQ/WelcomeAncient.png)

Thanks!!
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: BlackDove on April 07, 2009, 12:35:50 pm
So how does multiplayer work on this?

User names, passwords, validation?
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: captain-custard on April 07, 2009, 12:40:01 pm
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
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: karajorma on April 07, 2009, 01:15:23 pm
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.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Honken on April 07, 2009, 01:24:15 pm
Hi there, a quickie: The newspost mentions GLSL, does SCP have a framebuffer yet?
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: chief1983 on April 07, 2009, 02:22:40 pm
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?
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: Honken on April 07, 2009, 02:38:52 pm
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'.
Title: Re: Happy Vernal Equinox! 3.6.10 RC1!
Post by: chief1983 on April 07, 2009, 03:39:38 pm
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)