Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: SirKnightly on March 08, 2016, 12:33:16 pm

Title: Release: 3.7.4 RC1
Post by: SirKnightly on March 08, 2016, 12:33:16 pm
Happy Steve Austin month!  We're going to try to get 3.7.4 released soon as we have a lot of exciting features planned and waiting for it, not to mention the the numerous bug fixes and new features already in this release.  Try it out and report bugs as always.

Important!!
As always, you need OpenAL installed.  Linux and OS X come with it but Windows users will need to get Creative's OpenAL installer (http://scp.indiegames.us/builds/oalinst.zip). Alternatively, if Creative's OpenAL doesn't work with your hardware, you can use OpenAL Soft (http://kcat.strangesoft.net/openal.html#download).

Hidden Text: TrackIR Users • Show
Important!!
An external DLL is required for FSO to use TrackIR functions.  The following DLL is simply unpacked in to your main FreeSpace2 root dir.
TrackIR is only supported on Windows.
TrackIR SCP DLL (http://www.mediafire.com/download.php?ihzkihqj2ky) (Mirror (http://swc.fs2downloads.com/builds/scptrackir.zip)) (Mirror (http://scp.fsmods.net/builds/scptrackir.zip)) (Mirror (http://scp.indiegames.us/builds/scptrackir.zip))

Launchers, if you don't have one already:
All platforms:  wxLauncher (http://www.hard-light.net/forums/index.php?topic=67950.0) (ongoing project for a unified launcher)

Hidden Text: Alternative Launchers • Show
Windows:  Launcher 5.5g (http://swc.fs2downloads.com/files/Launcher55g.zip) (Mirror (http://scp.fsmods.net/builds/Launcher55g.zip)) (Mirror (http://scp.indiegames.us/builds/Launcher55g.zip)) (Mirror (http://www.mediafire.com/?wdvzn7hhhzh418m)) Not compatible with Windows 8, use wxLauncher above
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 by hand (http://www.hard-light.net/wiki/index.php/Fs2_open_on_Linux/Graphics_Settings) or whatever you can figure out.

Changelog:

Known issues:


(http://scp.indiegames.us/img/windows-icon.png) Windows
Compiled on Windows 7 SP1 64-bit, MSVC Community 2015 Update 1

fs2_open_3.7.4_RC1.7z (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.4_RC1.7z) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3.7.4_RC1.7z)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3.7.4_RC1.7z)) (MD5 (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.4_RC1.md5))
This one is based on the SSE2 Optimizations from the MSVC Compiler.

Hidden Text: Alternative builds • Show
If you don't know which one to get, get the third one (no SSE).  If you don't know what SSE means, read this: http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions
You can use freely available tools like CPU-Z (http://www.cpuid.com/softwares/cpu-z.html) to check which SSE capabilities your CPU has.

fs2_open_3.7.4_RC1_AVX.7z (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.4_RC1_AVX.7z) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3.7.4_RC1_AVX.7z)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3.7.4_RC1_AVX.7z)) (MD5 (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.4_RC1_AVX.md5))
This one is based on the AVX Optimizations from the MSVC Compiler.

fs2_open_3.7.4_RC1_SSE.7z (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.4_RC1_SSE.7z) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3.7.4_RC1_SSE.7z)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3.7.4_RC1_SSE.7z)) (MD5 (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.4_RC1_SSE.md5))
This one is based on the SSE Optimizations from the MSVC Compiler.

fs2_open_3.7.4_RC1_NO-SSE.7z (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.4_RC1_NO-SSE.7z) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3.7.4_RC1_NO-SSE.7z)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3.7.4_RC1_NO-SSE.7z)) (MD5 (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.4_RC1_NO-SSE.md5))

What are those SSE and SSE2 builds I keep seeing everywhere?
Your answer is in this topic. (http://www.hard-light.net/forums/index.php?topic=65628.0)


(http://scp.indiegames.us/img/mac-icon.png) OS X Universal (32/64-bit Intel)
Compiled on OS X 10.11.3, Xcode 7.2.1 (Apple LLVM version cross-reference (https://gist.github.com/yamaya/2924292))

fs2_open_3.7.4_RC1.dmg (http://swc.fs2downloads.com/builds/OSX/fs2_open_3.7.4_RC1.dmg) (Mirror (http://scp.fsmods.net/builds/OSX/fs2_open_3.7.4_RC1.dmg)) (Mirror (http://scp.indiegames.us/builds/OSX/fs2_open_3.7.4_RC1.dmg)) (MD5 (http://swc.fs2downloads.com/builds/OSX/fs2_open_3.7.4_RC1.md5))


Hidden Text: Other Platforms, Source Code • Show
(http://scp.indiegames.us/img/linux-icon.png) Ubuntu Linux 32-bit
Compiled on Ubuntu 14.04.4 LTS 32-bit, GCC 4.8.4
The Ubuntu builds are built and provided as a reference, and also because Ubuntu is a very common Desktop Linux distribution.  We usually recommend Linux users compile their own builds, but if you happen to be running 32-bit Ubuntu, or 64-bit Ubuntu with 32-bit libraries installed, these may work fine for you.  There have been reports of package managers maintaining FSO packages in various Linux distributions, if you plan to package an FSO release for a distribution please let use know and we will include a reference to it in our release posts.

fs2_open_3.7.4_RC1.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3.7.4_RC1.tar.bz2) (Mirror (http://scp.fsmods.net/builds/LINUX/fs2_open_3.7.4_RC1.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/LINUX/fs2_open_3.7.4_RC1.tar.bz2)) (MD5 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3.7.4_RC1.md5))


(http://scp.indiegames.us/img/freebsd-icon.png) FreeBSD 64-bit (experimental, limited support)
Compiled on PCBSD 10.2 64-bit, clang 3.4.1
As FreeBSD is still a small player in the desktop space, but PC-BSD is becoming a much more user-friendly platform, we were able to get it reliably working with our build system.  The limited user base for these builds will likely keep them in the experimental realm, so if you do have any issues or successes with them, please report your experiences here.

fs2_open_3.7.4_RC1.tar.bz2 (http://swc.fs2downloads.com/builds/FREEBSD/fs2_open_3.7.4_RC1.tar.bz2) (Mirror (http://scp.fsmods.net/builds/FREEBSD/fs2_open_3.7.4_RC1.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/FREEBSD/fs2_open_3.7.4_RC1.tar.bz2)) (MD5 (http://swc.fs2downloads.com/builds/FREEBSD/fs2_open_3.7.4_RC1.md5))

Source Code Export (MD5 (http://swc.fs2downloads.com/builds/fs2_open_3_7_4_RC1_src.md5))
fs2_open_3_7_4_RC1_src.tgz (http://swc.fs2downloads.com/builds/fs2_open_3_7_4_RC1_src.tgz) (Mirror (http://scp.fsmods.net/builds/fs2_open_3_7_4_RC1_src.tgz)) (Mirror (http://scp.indiegames.us/builds/fs2_open_3_7_4_RC1_src.tgz))
Title: Re: Release: 3.7.4 RC1
Post by: Trivial Psychic on March 08, 2016, 04:38:19 pm
No links posted to the AVX Builds (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.4_RC1_AVX.7z) I see.
Title: Re: Release: 3.7.4 RC1
Post by: niffiwan on March 08, 2016, 04:50:37 pm
Yeah, it'd be nice to replace the SSE builds with AVX... and maybe ditch no-SSE completely.

Also be nice to see the Linux builds still in the main section  ;)
Title: Re: Release: 3.7.4 RC1
Post by: tomimaki on March 08, 2016, 06:06:31 pm
Finally \o/
Title: Re: Release: 3.7.4 RC1
Post by: chief1983 on March 08, 2016, 10:48:03 pm
Hmm, need to update it to link to the builds it actually uploaded I guess.
Title: Re: Release: 3.7.4 RC1
Post by: Stugerman on March 09, 2016, 04:49:10 am
After a break of a few years I decided to take a peek here.

Shadows, new effects and voice acting for Blue Planet?

I think I just died of happiness. Maybe there's no need for Freespace 3 after all. I think the Source Code Project has achieved 99% of perfection.

I had to force my resolution (1600x1200) with a custom flag, newest wxlauncher 0.10.1. Otherwise it would give me "old school" resolution :)

Words can't describe my happiness level right now :D Off to play ---->

Salute!
Title: Re: Release: 3.7.4 RC1
Post by: m!m on March 09, 2016, 05:06:32 am
I had to force my resolution (1600x1200) with a custom flag, newest wxlauncher 0.10.1. Otherwise it would give me "old school" resolution :)
Are you using Windows 10? I also have this issue but I am unable to track it down. It randomly stopped working for some reason this week (I think it happened after a Windows update).
Hopefully these kinds of issues will be fixed in the next release if I can get the new config system to work properly...
Title: Re: Release: 3.7.4 RC1
Post by: Stugerman on March 09, 2016, 05:16:04 am
I use Windows 7.
Title: Re: Release: 3.7.4 RC1
Post by: Kobrar44 on March 09, 2016, 06:30:09 am
Yeah, it'd be nice to replace the SSE builds with AVX... and maybe ditch no-SSE completely.
It doesn't make any difference anyway.
Title: Re: Release: 3.7.4 RC1
Post by: m!m on March 09, 2016, 11:00:43 am
I use Windows 7.
I was hoping that the issue was isolated to Windows 10 but apparently it isn't. I'll try to track it down and fix it.
Title: Re: Release: 3.7.4 RC1
Post by: m!m on March 13, 2016, 12:13:28 pm
@Stugerman: I think I fixed the configuration error. Please try this build (http://www.hard-light.net/forums/index.php?topic=91667.0) without specifying the resolution on the command line.
Title: Re: Release: 3.7.4 RC1
Post by: OverDhill on March 13, 2016, 05:34:46 pm
Enable Voice Recognition flag no longer works.
Title: Re: Release: 3.7.4 RC1
Post by: chief1983 on March 13, 2016, 11:47:26 pm
Hmm, it should work, but we did update its functionality.  It no longer needs to fire up the Windows Voice Recognition interface, it should 'just work'.  Were you just expecting it to launch the menu, or does it not work at all in game?
Title: Re: Release: 3.7.4 RC1
Post by: OverDhill on March 14, 2016, 09:34:50 am
I stand corrected. I did a quick check and it seems to be working. Yes I was looking for the interface. Thanks for the reply

Title: Re: Release: 3.7.4 RC1
Post by: chief1983 on March 14, 2016, 09:52:33 am
No problem, we didn't really document that new functionality anywhere.  I'll make a note in the changelog area to avoid confusion for this release cycle.  I thought it was a pretty cool enhancement myself :)
Title: Re: Release: 3.7.4 RC1
Post by: AdmiralRalwood on March 14, 2016, 03:26:05 pm
we didn't really document that new functionality anywhere.
Well, outside of some forum threads most people didn't read, anyway... someone remind me to go over any wiki articles on voice recognition when I have a spare minute or two.
Title: Re: Release: 3.7.4 RC1
Post by: chief1983 on March 14, 2016, 03:53:18 pm
Not even sure there are any, I think most people figured it out in the past via tribal knowledge or other forum threads.
Title: Re: Release: 3.7.4 RC1
Post by: Mongoose on March 14, 2016, 07:05:19 pm
I created an article about it ages ago, but that was just a copypasta of the original forum thread, and I haven't tried playing around with it in a very long time.
Title: Re: Release: 3.7.4 RC1
Post by: g25 on March 15, 2016, 12:35:02 pm
Great work! Any estimate on when you think the 3.7.4 final will be out? Also will there have to be a lot of changes to the MediaVPs/FSPort/other mods etc. that will hold up the process until everything else is compatible? Just curious. Thanks!
Title: Re: Release: 3.7.4 RC1
Post by: chief1983 on March 15, 2016, 01:19:58 pm
Hopefully soon.  No real issues have been reported, there are a couple of bugfixes we may debate backporting from master to 3.7.4, but I'd like at least a couple weeks for the entire RC phase, before we go final, to give poeple a chance to run it through its paces.
Title: Re: Release: 3.7.4 RC1
Post by: g25 on March 15, 2016, 02:17:25 pm
Hopefully soon.  No real issues have been reported, there are a couple of bugfixes we may debate backporting from master to 3.7.4, but I'd like at least a couple weeks for the entire RC phase, before we go final, to give poeple a chance to run it through its paces.

Sounds good. Is there a list of changes/improvements made over 3.7.2 anywhere that I could look at? Or are you saving that for when you release it? Thanks!
Title: Re: Release: 3.7.4 RC1
Post by: niffiwan on March 15, 2016, 04:34:58 pm
There's a... very partial list for each release here :)
https://github.com/scp-fs2open/fs2open.github.com/wiki/History-and-Release-Timeline

Otherwise you're left with either looking through the git commit logs, or maybe reading all the newsletter coding sections.
Title: Re: Release: 3.7.4 RC1
Post by: chief1983 on March 15, 2016, 04:46:28 pm
Not a very comprehensive one unfortunately.  We were discussing automating the changelog by putting a [Changelog] tag in certain commit messages, but that doesn't help the current release.  However, I have a full list I just uploaded to pastebin (http://pastebin.com/HS9tFmJ8).  You could use Github's comparison (https://github.com/scp-fs2open/fs2open.github.com/compare/fs2_open_3_7_2...fs2_open_3_7_4?expand=1) but it only shows 250 commits, not sure how to get a full comparison.  If you have the git repo, you could also run the command 'git log --no-merges --stat HEAD ^origin/fs2_open_3_7_2', which is what I ran to get the pastebin output above, but with statistics on the changed files in each commit (I think that would have been too big for pastebin, and probably not much use).
Title: Re: Release: 3.7.4 RC1
Post by: Yarn on March 15, 2016, 05:16:50 pm
There's still the problem with the ship/weapon selection grid that I reported back in September: https://github.com/scp-fs2open/fs2open.github.com/issues/347 (https://github.com/scp-fs2open/fs2open.github.com/issues/347)
Title: Re: Release: 3.7.4 RC1
Post by: chief1983 on March 15, 2016, 05:29:00 pm
Haha I just saw that on GH and mentioned it in scp chat 30 minutes ago.
Title: Re: Release: 3.7.4 RC1
Post by: oceankhayne on March 28, 2016, 08:12:48 am
Also be nice to see the Linux builds still in the main section
Maybe a 64 bit debian build would be good, instead of the 32 bit ubuntu build. I don't know of anyone that has a 32 bit computer anymore, aside from legacy systems for running older software.
Title: Re: Release: 3.7.4 RC1
Post by: m!m on March 28, 2016, 08:17:44 am
For Linux you should compile your own build or use a precompiled package for your distribution. You'll also get better performance if you compile the build yourself because then the compiler will optimize it for the CPU you are currently using instead of a generic x86 profile.
However, I agree with niffiwan that Linux should be in the main section even if it's just a link to the FS Open guide on Linux (http://www.hard-light.net/wiki/index.php/The_fs2_open_on_Linux_Guide).
Title: Re: Release: 3.7.4 RC1
Post by: Cobra on March 29, 2016, 08:57:21 pm
Also be nice to see the Linux builds still in the main section
Maybe a 64 bit debian build would be good, instead of the 32 bit ubuntu build. I don't know of anyone that has a 32 bit computer anymore, aside from legacy systems for running older software.

x86 is still a choice offered to consumers.
Title: Re: Release: 3.7.4 RC1
Post by: m!m on March 30, 2016, 04:11:14 am
x86 is still a choice offered to consumers.
x86 is the name of the whole familiy including x86_64. 32 bit x86 CPUs (aka i386) are very rare in the consumer market and most linux distributions have been moving away from providing 32 bit installation ISO for quite some time. If a linux build is provided then it should be 64 bit because that's what pretty much everyone is using. If someone is actually using a 32 bit OS then they can still compile the binary from source.
Title: Re: Release: 3.7.4 RC1
Post by: Cobra on March 30, 2016, 01:21:25 pm
Derp.
Title: Re: Release: 3.7.4 RC1
Post by: Cobra on April 07, 2016, 01:17:17 am
So out of curiosity, what is going on with SDL? I stumbled on an old thread from a few months ago showing that someone had to use a virtual joystick to use both X-55 devices, and I plan on getting the X-56.
Title: Re: Release: 3.7.4 RC1
Post by: niffiwan on April 07, 2016, 02:27:38 am
SDL2.0 on windows should be in the next release after this one, 3.7.6 or 3.8.
Title: Re: Release: 3.7.4 RC1
Post by: mralexs on April 21, 2016, 08:59:35 pm
So I'm getting SEVERE frame rate drops with this release. Is there any reason the "Don't limit FPS" flag was removed? It seems to be whenever there are a lot of effects on screen. Firing a subach drops the frame rate from 80 to 60 on my end.
Title: Re: Release: 3.7.4 RC1
Post by: AdmiralRalwood on April 21, 2016, 09:23:10 pm
So I'm getting SEVERE frame rate drops with this release.
In comparison to 3.7.2, or in comparison to nightly builds?

Is there any reason the "Don't limit FPS" flag was removed?
It is no longer exposed to the launcher because it never should have been in the first place.
Title: Re: Release: 3.7.4 RC1
Post by: mralexs on April 21, 2016, 10:38:20 pm
So I'm getting SEVERE frame rate drops with this release.
In comparison to 3.7.2, or in comparison to nightly builds?

Is there any reason the "Don't limit FPS" flag was removed?
It is no longer exposed to the launcher because it never should have been in the first place.

Comparison to 3.7.2
Title: Re: Release: 3.7.4 RC1
Post by: AdmiralRalwood on April 22, 2016, 12:36:59 am
The biggest difference between 3.7.2 and 3.7.4 is the new deferred lighting renderer; try adding -no_deferred to your command line ("Disable Deferred Lighting" in the launcher).
Title: Re: Release: 3.7.4 RC1
Post by: Cyborg17 on April 22, 2016, 07:40:03 am
So out of curiosity, what is going on with SDL? I stumbled on an old thread from a few months ago showing that someone had to use a virtual joystick to use both X-55 devices, and I plan on getting the X-56.

I think 3.7.4 is for getting the deferred lighting bugs out before merging SDL Antipodes in 3.7.6.
Title: Re: Release: 3.7.4 RC1
Post by: The E on April 22, 2016, 09:16:50 am
Yes. Once 3.7.4 is out, we will merge the SDL everywhere branch.
Title: Re: Release: 3.7.4 RC1
Post by: mralexs on April 22, 2016, 11:32:48 am
The biggest difference between 3.7.2 and 3.7.4 is the new deferred lighting renderer; try adding -no_deferred to your command line ("Disable Deferred Lighting" in the launcher).
Thanks! Thats what was killing my FPS
Title: Re: Release: 3.7.4 RC1
Post by: AdmiralRalwood on April 22, 2016, 12:11:08 pm
I think 3.7.4 is for getting the deferred lighting bugs out before merging SDL Antipodes in 3.7.6.
FYI, current plans are for the version after 3.7.4 to be 3.8.
Title: Re: Release: 3.7.4 RC1
Post by: perihelion on April 23, 2016, 04:29:10 pm
When BP Complete came out, some of us kept getting "MALLOC FAILED" errors or something like that, and we were told to go grab the experimental 64-bit build because we were running out of addressable memory or something?  I'm not going to pretend I understood what the problem was or how that build was supposed to fix it, but it did work.  Sort of.  Not bug-free, but at least it was playable on my machine when before it was not.

I just checked the standard SSE2 build of 3.7.4 RC1, and I'm still getting that error when I try to start Universal Truth Pt 2 in the mission simulator.  I'm not actually playing the campaign right now, so this isn't a problem for me, but I do wonder if it would be a good idea to make a 64-bit build to go with all the rest?

Again, I'm speaking largely out of ignorance.  I'm deeply grateful to all of you for the work you've put into this game!

Title: Re: Release: 3.7.4 RC1
Post by: m!m on April 24, 2016, 04:03:20 am
The 64-bit build were compiled using a different build system than the one that is currently used. Compiling 64-bit build with the current build system would require a lot of work but the different build system should be merged at some point after the 3.7.4 release so it might be possible that 3.8 will have 64-bit builds.
Title: Re: Release: 3.7.4 RC1
Post by: AdmiralRalwood on April 24, 2016, 10:39:09 am
As a stopgap, maybe it would be worthwhile to provide LAA-enabled builds of 3.7.4.
Title: Re: Release: 3.7.4 RC1
Post by: perihelion on April 24, 2016, 02:46:06 pm
I didn't have the impression that everyone had to use that 64-bit build in order to play those missions. Only some of us. Why is that? [/tangent]
Title: Re: Release: 3.7.4 RC1
Post by: AdmiralRalwood on April 24, 2016, 06:28:11 pm
I didn't have the impression that everyone had to use that 64-bit build in order to play those missions. Only some of us. Why is that? [/tangent]
It's important to remember that a malloc failure dosn't mean that you're out of memory, just that it can't find a large enough contiguous piece of it for whatever FSO is trying to allocate. How your computer responded to its previous requests changes how free memory is laid out later, and so seemingly-unimportant things (like looking at ships in the tech room) can change if/when you hit a malloc failure.
Title: Re: Release: 3.7.4 RC1
Post by: m!m on April 25, 2016, 03:03:28 am
As a stopgap, maybe it would be worthwhile to provide LAA-enabled builds of 3.7.4.
I don't think it's worth the effort if true 64-bit builds are going to be possible "soon". Additionally, LAA would need to be tested well because it may break things that currently work (I don't think that's actually the case but it may happen).
Title: Re: Release: 3.7.4 RC1
Post by: AdmiralRalwood on April 25, 2016, 11:35:49 am
As a stopgap, maybe it would be worthwhile to provide LAA-enabled builds of 3.7.4.
I don't think it's worth the effort if true 64-bit builds are going to be possible "soon". Additionally, LAA would need to be tested well because it may break things that currently work (I don't think that's actually the case but it may happen).
I used LAA while testing something else (that consumed more memory and hence caused more malloc failures without it) and encountered no problems in some very intense missions, but that's obviously a very small sample size; I was thinking more along the lines of simply having them available with lots of warning text that they may cause unexpected problems. If nothing else, the old LAA test build thread could just be revived with some more up-to-date builds.

My only problem with waiting for proper 64-bit support is that we have no idea how far in the future "soon" will be, and people keep having malloc failures in the present... and the 64-bit test builds kept running into problems that are present in Antipodes rather than being inherent problems of 64-bit builds (not that finding problems in the SDL Everywhere code isn't worthwhile, but it's not helpful to people who just want to finish Blue Planet without crashing).
Title: Re: Release: 3.7.4 RC1
Post by: m!m on April 25, 2016, 11:44:06 am
I guess LAA builds could be provided as additional builds (I thought you wanted to enable it on all Windows builds).
Title: Re: Release: 3.7.4 RC1
Post by: herkie423 on May 15, 2016, 07:01:37 am
I played the BPC (and completed it) using 3.7.3 which I got from the download page. I did not get a mal-allocation error (MALLOC). But my framerate is really poor, something like 21fps. I used the 3.7.4 RC, the framerate was even cut in half. Its the same thing with my project, The Aftermath. If I use the 3.7.2, the framerate is around 60fps (in a mission with 4 Erebus and 2 Sathanas with 100 clashing fighters). Now, when I use the later versions of FSO, the 3.7.3 SSE2 and 3.7.4 RC,  the framerate is cut drastically. So I am wondering why do this happen?
Title: Re: Release: 3.7.4 RC1
Post by: AdmiralRalwood on May 15, 2016, 02:15:09 pm
Try disabling shadows (if they're enabled) and deferred lighting.

(Additionally, RC1 is out-of-date, and you should use RC2 (http://www.hard-light.net/forums/index.php?topic=91978.0) instead.)
Title: Re: Release: 3.7.4 RC1
Post by: herkie423 on May 16, 2016, 04:10:46 am
Thanks Admiral. The Aftermath seem to be running fine with the later builds except for my normal and shine maps, they are pretty distorted in-game. That fault is in my end here. I never quite got the correct way to make those textures.