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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: taylor on August 28, 2006, 01:08:36 am

Title: 3.6.9 Release Candidate 7
Post by: taylor on August 28, 2006, 01:08:36 am
Builds for:
 - Windows (http://fs2source.warpcore.org/exes/3.6.9-RC7.rar)
 - Mac OS X (Universal Binary) (http://fs2source.warpcore.org/exes/osx/FS2_Open-3.6.9-RC7.dmg)
 - Linux - x86, x86_64 (just needs a quick install test)

And:
 - Source tarball (http://fs2source.warpcore.org/exes/linux/fs2_open-3.6.9-RC7.tar.bz2)


Current 3_6_9 branch, with many fixes and a few optimizations.
(NOTE: If you had a problem requiring -disable_fbo previously, please try without it now and see if the problem has been fixed).

If there are any new, or old, bugs then please report them now.  There isn't much holding up the official release at this point so get your bugs addressed now, or forever hold your peace. :)


And if for some reason you still don't have them, the MediaVP patches to fixes various graphics issues:
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
Title: Re: 3.6.9 Release Candidate 7
Post by: CP5670 on August 28, 2006, 01:20:26 am
It's not really major (at least I have been able to somewhat work around it), but it would be nice to have this bug fixed before the final release:
http://scp.indiegames.us/mantis/bug_view_page.php?bug_id=0001001&nbn=2#bugnotes

Unfortunately, this only happens on one of my computers, which rather complicates the issue.

[edit] Actually, I just noticed another problem. The game apparently is not using the new warpmap02 Knossos warpout effect in mv_effects.vp, but is reverting to the original low resolution one. Although I'm not sure whether this is a code problem or something in the media VPs. This only happens with the Knossos warpout, not the normal warpmap01 one.
Title: Re: 3.6.9 Release Candidate 7
Post by: Zacam on August 28, 2006, 02:12:36 am
(NOTE: If you had a problem requiring -disable_fbo previously, please try without it now and see if the problem has been fixed).

Rodger dodger, I'm on that like white on rice.

*Resume* Well, an hour later and success! I can run without having to add -disable_fbo without a single problem in both FS2 and FSPort. I ran several campaign missions in succession (as a new campaign and as single missions from tech room) and restarted every single one of them a minimum of 3 times apiece......and it worked flawlessly. (Ran both an existing pilot and a new pilot)

I also like the lighting. I think this one even has improvements on how lights shade and shadow (even though I know there is no shader or shadow code involved). I also like that engine glows don't bisect the ship model any more, or if they do, it's practically imperceptible. Ships changing thier orientation now properly occlude (obscure) thier own engine glows FAR more appropriately.

Code: [Select]
[launcher]
exe_filepath = C:\Games\FreeSpace2\fs2_open_r.exe;
game_flags = -ambient_factor 18.3 -spec_exp 16.7 -spec_point 0.6 -spec_static 0.9 -spec_tube 1.0 -spec -glow -env -jpgtga -mipmap -2d_poof -no_vsync -cache_bitmaps -dualscanlines -targetinfo -orbradar -ship_choice_3d -3dwarp -snd_preload -alpha_env -fps ;
active_mod = mediavps;

I also tested with and without -d3d_bad_tsys. I noted a slightly smoother over all apperance and performance with it on. No surprise there, since many of the textures likely are as inefficient as all get out. I also noted that setting AA in the driver seems to have more of an effect. I previously could not discern wether or not AA was actually enabled or not or be able to differentiate any of the various levels (other than when it was Off, of course.)

I still need to test the FSPort mission Red Alert involving the Zenith. I'm pretty sure the solution can be found in the campaign file and the two related mission files, but I recall someone saying it was an SCP problem, so I'll report back later on that unless someone beats me to it.

Right now, I'm going to now run debug and compare it's output to previous builds. (I'm that bored right now!)
Title: Re: 3.6.9 Release Candidate 7
Post by: PotzUK on August 28, 2006, 03:47:54 am
Things I've noticed:

Starting the game doesn't play the intro movie (previous versions do)
The -mod tag doesn't seem to work??  I select my mod in the launcher but the campaign does not appear in the campaign selector (previous versions are fine)  The missions do show in the tech room  campaign mission selector though

Sorry  :sigh:
Title: Re: 3.6.9 Release Candidate 7
Post by: Herra Tohtori on August 28, 2006, 04:05:06 am
[edit] Actually, I just noticed another problem. The game apparently is not using the new warpmap02 Knossos warpout effect in mv_effects.vp, but is reverting to the original low resolution one. Although I'm not sure whether this is a code problem or something in the media VPs. This only happens with the Knossos warpout, not the normal warpmap01 one.

So that's why the Shivans used the old warpin effect in the first Knossos mission (the one where you destroy bunch of Mara's, a Rakshasa, a Cain and are introduced to Astaroth class fighters..).

I was wondering about this myself. It happens with RC6 also, though I haven't tested the missions with other builds.
Title: Re: 3.6.9 Release Candidate 7
Post by: Trivial Psychic on August 28, 2006, 05:21:45 am
If there are any new, or old, bugs then please report them now.  There isn't much holding up the official release at this point so get your bugs addressed now, or forever hold your peace. :)
Would it be possible to get THIS (http://scp.indiegames.us/mantis/bug_view_page.php?bug_id=0000687) bug fixed or given a selective disable/enable feature?  It would be most beneficial to TBP, which relies heavily on swarming primary weaponry, on single-part turrets.

Furthermore, has your extension to the multi-species code made it into this build?
Title: Re: 3.6.9 Release Candidate 7
Post by: Tolwyn on August 28, 2006, 06:47:50 am
Starting the game doesn't play the intro movie (previous versions do)

RC7 isn't playing avi movies (not just intro.avi)
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on August 28, 2006, 08:45:23 am
It's not really major (at least I have been able to somewhat work around it), but it would be nice to have this bug fixed before the final release:
http://scp.indiegames.us/mantis/bug_view_page.php?bug_id=0001001&nbn=2#bugnotes
Unfortunately I can't reproduce this, which makes it nearly impossible for me to fix.  I've tried to two test missions that you had made many, many times but it has always worked properly for me.

[edit] Actually, I just noticed another problem. The game apparently is not using the new warpmap02 Knossos warpout effect in mv_effects.vp, but is reverting to the original low resolution one. Although I'm not sure whether this is a code problem or something in the media VPs. This only happens with the Knossos warpout, not the normal warpmap01 one.
Hmm, works fine for me.  I'll just assume that it's a MediaVP issue for now, but I'll keep this in mind and see what comes of it later.

The -mod tag doesn't seem to work??  I select my mod in the launcher but the campaign does not appear in the campaign selector (previous versions are fine)  The missions do show in the tech room  campaign mission selector though
A lot of work was done to how it handles campaigns, mostly to fix bugs.  Which mod is it?  Are you getting any messages from the game about it not finding the campaign?

Would it be possible to get THIS (http://scp.indiegames.us/mantis/bug_view_page.php?bug_id=0000687) bug fixed or given a selective disable/enable feature?  It would be most beneficial to TBP, which relies heavily on swarming primary weaponry, on single-part turrets.
I keep assuming that Goober or WMC will take that one on, but I just don't know when it will be fixed.  I might take a look at it this week (I assume that there is an easy way to reproduce this for testing?  Post in TBP internal if there is something specific that I need to know), but I've already got several other issues to work out for 3.6.9.

Furthermore, has your extension to the multi-species code made it into this build?
Yes, you can now have 13,726 species, or how ever many it was that you wanted. :D

RC7 isn't playing avi movies (not just intro.avi)
Crap.  And after all of that work I had done to fix the file finding issues.  Ok, I'll try and fix this shortly and update the builds.
Title: Re: 3.6.9 Release Candidate 7
Post by: Freespace Freak on August 28, 2006, 08:55:36 am
Awesome!  I'll download it!
Title: Re: 3.6.9 Release Candidate 7
Post by: 666maslo666 on August 28, 2006, 09:09:16 am
-Isnt this bug http://scp.indiegames.us/mantis/bug_view_advanced_page.php?bug_id=0001007 (http://scp.indiegames.us/mantis/bug_view_advanced_page.php?bug_id=0001007) supposed to be fixed in RC7, Taylor? I still have this blurry explosions, they looks ugly compared to TBP.
-I also cannot login to mantis through this link http://scp.indiegames.us/e107_plugins/custompages/Mantis.php is it down?
-And one noobish questioon: How u make hyperlink with other word than link adress? :confused:
btw I like new beam lightning great work :yes:
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on August 28, 2006, 09:12:06 am
The -mod tag doesn't seem to work??  I select my mod in the launcher but the campaign does not appear in the campaign selector (previous versions are fine)  The missions do show in the tech room  campaign mission selector though
A lot of work was done to how it handles campaigns, mostly to fix bugs.  Which mod is it?  Are you getting any messages from the game about it not finding the campaign?

That's not an error with the -mod option. The mod is loading fine but it's not loading in the campaign names correctly so you can't see them in the campaign room. I've sent Taylor an email about it already.
Title: Re: 3.6.9 Release Candidate 7
Post by: Freespace Freak on August 28, 2006, 09:19:54 am
-And one noobish questioon: How u make hyperlink with other word than link adress? :confused:
btw I like new beam lightning great work :yes:

I've been hardcoring it.  Pretend the following are brackets (that look like this [ and this ])  isntead of parenthesis.  When you press the hyperlink button, you get this: (url)(/url)

What you do is after the where it say "url" in the first bracket, you put "=" an then place the http there.  Then in between the brackets you put the text, so it should look like this:  (url=http://www.yahoo.com/)yahoo(/url) and it'll come out like this: yahoo (http://www.yahoo.com/).
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on August 28, 2006, 09:51:06 am
Whenever you see a forum trick you want to replicate the best thing to do is to simply quote the message. You'll instantly see how it was done then :)
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on August 28, 2006, 10:16:35 am
The missing campaign issue is fixed (caused by a stupid code bug well deserving of a: :snipe:).  Once I figure out the AVI issue I'll update the binaries.


-Isnt this bug http://scp.indiegames.us/mantis/bug_view_advanced_page.php?bug_id=0001007 (http://scp.indiegames.us/mantis/bug_view_advanced_page.php?bug_id=0001007) supposed to be fixed in RC7, Taylor? I still have this blurry explosions, they looks ugly compared to TBP.
Yeah, it's fixed.  There is more than one issue which causes it though.  The latest one was a code issue, the usual cause is just issues with the MediaVPs.  I have custom MediaVPs, and don't have any problems with it now, so if there is still an issue then it's probably related to the official MediaVPs.
Title: Re: 3.6.9 Release Candidate 7
Post by: CP5670 on August 28, 2006, 10:20:52 am
Quote
Unfortunately I can't reproduce this, which makes it nearly impossible for me to fix.  I've tried to two test missions that you had made many, many times but it has always worked properly for me.

Well, it's good to know that you've taken a look at it. It seems to be something specific to certain computer configurations. I have just removed that explosion from the mission where it was causing a problem, so it's not really getting in the way right now.
Title: Re: 3.6.9 Release Candidate 7
Post by: Tolwyn on August 28, 2006, 12:31:03 pm
debug build does not even start for me. Error log is attached

[attachment deleted by admin]
Title: Re: 3.6.9 Release Candidate 7
Post by: Zacam on August 29, 2006, 10:06:58 pm
Erm. Not to be an arse-hat here, but I have no problems with either MVE's or AVI's playing. ??? *shrug*
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on August 29, 2006, 11:56:43 pm
Erm. Not to be an arse-hat here, but I have no problems with either MVE's or AVI's playing. ??? *shrug*
I updated the build with the fixes just before HLP went down.  Never got the chance to update the post to mention that though.

I also managed to break multi-play a little bit (my 3rd totally dumb-ass bug in one commit), so I might update the build again tonight.  Not a big deal unless you play multi though.  So, lets keep a running tally:

Dumb-ass bugs:
 - missing campaign bug: when looking for campaigns I never changed the count, so each name overwrote the last, and it would only show one
 - broken AVI/MPG movies: new CFILE code to properly handle load order, got the file path but forgot to copy it out for the AVI movie player to use
 - can't play multi due to missing campaign: a campaign check for missing/no campaign file for single player was also used for multi player and prevented you from getting into the multi readyroom

All minor and stupid things.  It's so bad that Goober even laughed at me in an e-mail.  But, I blame Backslash for the code failures.  No particular reason, just that I can push the blame his way, since it's all his fault.  :D
Title: Re: 3.6.9 Release Candidate 7
Post by: Backslash on August 30, 2006, 02:30:03 am
:lol: Good to see I have some effect on the development process ;) no such thing as bad publicity, right? heh heh

I did figure out the CR / LF issue, so my commits won't be messy any more.

Very nice build so far.  Hey, what's the story with the long-standing different-FOV-with-2D-lines-vs-3D-models bug?  (...and what is the proper NAME for that bug, for one thing ::))  Do you think it is a hidden math error (somewhat similar to the floating point problem) that I might have a hope of helping track down (save you time/trouble), or is it just eldritch render code needed that I have no chance to survive?
Title: Re: 3.6.9 Release Candidate 7
Post by: PotzUK on August 30, 2006, 02:43:05 am
This probably isn't related to RC7 per say, but if I play a campaign with Pilot A, then quit, load a different mod, reload the game and go into the barracks it won't let me back out because it can't find the pilots active campaign. 

I mention it because I can't remember which campaign I last used with this pilot, so now it won't let me play with it!  :(
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on August 30, 2006, 03:35:16 am
That is related to RC7. Redownload. The link has been updated.
Title: Re: 3.6.9 Release Candidate 7
Post by: PotzUK on August 30, 2006, 05:26:06 am
Either the link hasn't been updated, or the bug still exists - I'm still getting the problem.

When I extracted the rar I did note that the date/times were identical to the files I had already ?
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on August 30, 2006, 07:29:57 am
Can you describe the process in more detail. I tried recreating it and everything worked just fine.

Why can't you just go to the campaign room and select a new campaign?
Title: Re: 3.6.9 Release Candidate 7
Post by: PotzUK on August 30, 2006, 01:54:37 pm
OK, I fire up the game as normal from the launcher with no mods set
Select my main player
Go to the barracks because it's loaded a different player
Select my main player and it pops a message about not being able to find the active campaign.

From that point the only way out of the screen is to pick a different pilot... 

I've restored a backup pilot and all is well again, so it's probably a corrupted pilot file issue
Title: Re: 3.6.9 Release Candidate 7
Post by: Pnakotus on August 30, 2006, 07:30:23 pm
I've just downloaded the rar, containing files dated 27-8 1.37pm.  I'm still getting most of these problems (no mve intro, campaign problems etc).
Title: Re: 3.6.9 Release Candidate 7
Post by: CaptJosh on August 31, 2006, 04:59:52 am
Is anyone seeing an issue with the ships showing up with missing parts, like Hercs with missing canopies and plating on their engine pods? Note, this is with 3.6.8 zeta VPs and patches in place.
Title: Re: 3.6.9 Release Candidate 7
Post by: Trivial Psychic on August 31, 2006, 05:15:59 am
I've just downloaded the rar, containing files dated 27-8 1.37pm.  I'm still getting most of these problems (no mve intro, campaign problems etc).
I think THIS (http://icculus.org/~taylor/fso/willrobinson/rc7-1.rar) was the updated RC7 build, but Taylor forgot to update the link.  No FRED in it though.
Title: Re: 3.6.9 Release Candidate 7
Post by: Zacam on August 31, 2006, 05:20:25 am
- Linux - x86, x86_64 (just needs a quick install test)

Might be a slightly obtuse question, but how well does windows build run on x64? If we don't know, we'll find out in a few days when I get mine up and running, but I thought I'd ask ahead of time to pre-determine any snags. (already aware of the potential dual-core issues.)

Trivial: I think that's a testing build for RC7-1 not the actual. While the aformentioned "3" are indeed fixed in it, there are other things that either were not or got un-fixed. willrobinson is a volatile environment and should be used with extreme caution. (as anyone who has ever watched the original "Lost in Space" is aware of!)
Title: Re: 3.6.9 Release Candidate 7
Post by: Pnakotus on August 31, 2006, 06:39:13 am
That build is from 30-8, so it's newer than the one in the OP at the moment.  So long as campaigns work and there's voice synth, I'll use it until everything settles down a bit.  Thanks, TP.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on August 31, 2006, 09:49:41 am
rc7-1 is the same as the normal RC7 (or should be at this point since I had updated RC7) except that it has the fix to allow OpenGL to work with a color depth higher than the desktop depth, and a change to how the is-event-true/is-event-true-delay sexps work.  The sexp change is only a UI related change though, so it's not going to actually work different at a technical level.  Other than that it's the exact same build as what RC7 is, but since the sexp change is experimental, it needs specific testing and is why I haven't updated the RC7 build with the rc7-1 binaries yet.

You can use it or not, doesn't really matter. :)


Might be a slightly obtuse question, but how well does windows build run on x64? If we don't know, we'll find out in a few days when I get mine up and running, but I thought I'd ask ahead of time to pre-determine any snags. (already aware of the potential dual-core issues.)
The 32-bit version should work fine on Win64, but actually making a 64-bit version for Windows is completely untested.  The code should be there for it to work, but I can neither build for nor test on Win64 so I haven't verified that it all works.  The 64-bit Linux version works perfectly though.


EDIT: Oh, and I'm re-uploading the RC7 build.  I just downloaded it again and it does appear the older set of binaries (for me at least).  I know I uploaded it, but I guess I packed up the wrong set of exes or something.  The new one should have FRED dates of the 28th, and FS2 dates should be the 29th.  Other than the sexp change in rc7-1, the updated RC7 should have all of the other fixes.
Title: Re: 3.6.9 Release Candidate 7
Post by: Dark Hunter on August 31, 2006, 11:20:53 am
I'm getting quite irked in that I still get those black boxes around weapons, and no engine glows! Yes, I have the mp-710 files, yes, I have the Zeta Medias. It only happens in retail, nukemod, and a one or two other campaigns. So, why am I getting these black boxes?  :confused:
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on August 31, 2006, 11:45:15 am
So, why am I getting these black boxes?
Run a debug build, start the game until you get the pilot select screen, press ESC to exit, post a link (or attach) your fs.log file.
Title: Re: 3.6.9 Release Candidate 7
Post by: Mars on August 31, 2006, 03:22:14 pm
Sorry... whenever the Linux build is ready twill be nice to know... the unstable has a lot of issues right now
Title: Re: 3.6.9 Release Candidate 7
Post by: Pnakotus on August 31, 2006, 05:14:19 pm
Taylor, the RC7-1 that TP posted still fails the intro, but it works fine with campaigns.  Wierd.  Anyway, thanks for reuploading. :)
Title: Re: 3.6.9 Release Candidate 7
Post by: Zacam on August 31, 2006, 10:33:23 pm
I'm trying to find mods (other than transcend) that have movies. The transcend one I think I need to re-aquire as the splitter-codec-whatever is popping up errors even when I just try to click once on it. *shrug* I'm flat lining here soon anyway.
However, I do have both MVE and self-created xvid AVI's of the movies and both play fine in FS2 campaigns and FSPort.

I did notice only one anomoly with the rc7-1.rar and that is FSPort missions declaring objectives as necessary out of sequence to when they should be. Running FSPort as a standalone (which was a pain in the arse to set up, btw) did not exhibit this problem, nor did any other RC build that I'm aware of.

Quote
and a change to how the is-event-true/is-event-true-delay sexps work.  The sexp change is only a UI related change though, so it's not going to actually work different at a technical level.

To which, given the above mention mission issues, I have to ask: are you sure about that? I'll try loading the FSPort missions into FS2 as single player missions and see what it says, but unless this is a change to correct flawed behaviour that was allowing things to happen in a way that they shouldn't be (sorta like the texture handling code was changed to reflect "proper" behaviour thus necessitating the 710-mv patches), I find it a strange co-incidence that you change sexp handling regarding a retail sexp and now retail created missions have a problem with handling said sexp. (But sadly, the behaviour does not produce itself with the FS2 missions.......I'll try and see what it does with the default retail missions for FS2, which hypothetically shouldn't be all that different from what we have now.)
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on August 31, 2006, 11:03:29 pm
Quote
and a change to how the is-event-true/is-event-true-delay sexps work.  The sexp change is only a UI related change though, so it's not going to actually work different at a technical level.

To which, given the above mention mission issues, I have to ask: are you sure about that?
Yep, sure.  It's actually doing what it's supposed to do, but I'm not sure if it's a FSPort issue or not.  It's something that I'm looking in to, and need Goober's advice on.

The change only affects UI stuff, not how the sexp works.  The problem you are seeing is that previously, the objective would only be shown after it was completed.  The bug fix allows it to be shown when it's added as an objective, so you can see that it's something you need to do, rather than only as something that you have done.

This is just something that we are testing though, and why the build in question is considered "willrobinson".
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on September 01, 2006, 03:33:02 am
Ah. You've fixed the Directives don't work with is-event-true-delay bug? Cool. I've had that one on my list for a while but never got around to looking at it. :)
Title: Re: 3.6.9 Release Candidate 7
Post by: ShivanSpS on September 01, 2006, 09:01:10 am
The RC7 does NOT fail the Intro.
Title: Re: 3.6.9 Release Candidate 7
Post by: Pnakotus on September 01, 2006, 05:57:27 pm
Are the FS2 cutscenes supposed to be in .vps or something now?  I had a quick swing through my filesystem, and the FS2 .mves are fricking gone.  This may explain the 'no FS2 intro' problem I'm getting.  :)

Confirmed, it works fine.  What the hell happened to my .mves?  I've got the FS2 disks, so ever since .mves became playable I've just used the original cutscenes... so why would they disappear?  :confused:
Title: Re: 3.6.9 Release Candidate 7
Post by: CaptJosh on September 01, 2006, 06:43:45 pm
They are not nor were they ever supposed to be in the VPs. the movies have always been individual files. Try just dropping your FS2 Disc 2 into your drive and running FS2 Open. It'll play em right of the disc. Same for the FS1 movies in FS Port.
Title: Re: 3.6.9 Release Candidate 7
Post by: Pnakotus on September 01, 2006, 07:21:54 pm
Call me crazy, but I already replaced the files.  That doesn't answer the 'where did they go, anyway' question: my intro and cutscenes were working as recently as RC6 just fine.  It's all a mystery to me.

And I don't have 'disc 2' anymore, I slapped all the FS2 discs into one image.  Changing discs sucks balls.  ;)
Title: Re: 3.6.9 Release Candidate 7
Post by: CaptJosh on September 01, 2006, 08:06:12 pm
Great if you have a DVD burner. I don't.
Title: Re: 3.6.9 Release Candidate 7
Post by: ShivanSpS on September 01, 2006, 08:12:00 pm
I busy and I dont have time to fully test it... but I think that IA can see Sthealth ships :S

I check it and confirmed that Icant target an enemy pegassus... but when I playing the "endgame" mission, the (Monitor mission where the Iceni jumps to the nebula), I choose Sthealth Pegassus for my wing as always  do it since the first time I played it... And in this mission All of my wingmen dead... on normal,  this NEVER happend to me before (Killed by fighters not cruisers or deimos), those fighter launch me even Hornets! against a Pegassus :P and I wacht one of my wingmen daying by 2 Harpoon launched from a Loki... that cant be, even the Deimos anti-fighter Turrets target and shoot me at 1.5k Rage :O, that is max range :P... please check it people :S
Title: Re: 3.6.9 Release Candidate 7
Post by: Pnakotus on September 02, 2006, 04:24:53 am
Great if you have a DVD burner. I don't.

I don't burn it: I just mount it as an image.  I guess that's great if you have a fileserver, not so great if you don't. :) 
Title: Re: 3.6.9 Release Candidate 7
Post by: Dark Hunter on September 02, 2006, 05:38:54 pm
So, why am I getting these black boxes?
Run a debug build, start the game until you get the pilot select screen, press ESC to exit, post a link (or attach) your fs.log file.

File attached.

Interestingly, it gives me an error when running debug that it doesn't when running a non-debug build.
Something about an .eff missing a frame?  :confused:
It also screws up the pilot selection screen, making everything green, distorted, and divided into quarters.... :ick:


[attachment deleted by admin]
Title: Re: 3.6.9 Release Candidate 7
Post by: Zacam on September 02, 2006, 05:57:43 pm
The problem you are seeing is that previously, the objective would only be shown after it was completed.  The bug fix allows it to be shown when it's added as an objective, so you can see that it's something you need to do, rather than only as something that you have done.

This is just something that we are testing though, and why the build in question is considered "willrobinson".

If it previously showed an objective that needed to be completed only after said objective was completed, how was it ever showing the objective in the first place? I may be confusing with using the term objective. In FSPort it selects various "Objectives-to-be-performed" well before it's a requirement to perform and accomplish those objectives, at which point (once you DO perform and complete it) it then turns into listing TWO instances of "Objective-is-now-complete" namely, the new one that's been hanging around for next to forever above everything else and the "regular" one that is in line with all of the rest of the listed "Completed-Objectives".

Make more sense? I'm pretty sure you've actually already seen what I'm describing, but I feel that I should clarify my explination a bit better. And I'm also pretty sure that there is something about your explination that I'm not quite getting, but it's really hot where I am right now and my brains not quite kicking into gear.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on September 02, 2006, 07:40:48 pm
Make more sense? I'm pretty sure you've actually already seen what I'm describing, but I feel that I should clarify my explination a bit better. And I'm also pretty sure that there is something about your explination that I'm not quite getting, but it's really hot where I am right now and my brains not quite kicking into gear.
"Objective" being something in the directives list on the HUD.  The problem was that it would previously only be added to the directives list once it had been successfully evaluated, and found either true or false.  Until the directive had succeeded, or failed, you didn't necessarily know about it.  The fix was so that the objective/directive would be considered "current", meaning that it would show up in the directives list as soon as it's something that you are supposed to do as opposed to something that you have already done, or failed to do.

The original FS1 missions are actually designed to take advantage of this problem though.  Because of that we're actually going to change the behavior to default to how it was before, but offer the option to make it "current" for mission designers.  That should properly address everyone's issues. :)
Title: Re: 3.6.9 Release Candidate 7
Post by: Zacam on September 02, 2006, 09:43:13 pm
So, the native missions of FS1, to work in SCP, need more of an update other than just converting them then?
Title: Re: 3.6.9 Release Candidate 7
Post by: Rhythmic on September 03, 2006, 11:13:56 pm
Even though I got the patches I still get messed up models and effects.
Amd3200+ Radeon x700 using Omega drivers.


 Copy and paste from debug mode

==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Passed cmdline options:
  -2d_poof
  -alpha_env
  -env
  -jpgtga
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -ballistic_gauge
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -snd_preload
  -mod FOW,FOW
  -wcsaga
Building file index...
Searching root 'C:\games\freespace2\FOW\'
Searching root 'C:\games\freespace2\FOW\'
Searching root 'C:\games\freespace2\'
Searching root pack 'C:\games\freespace2\1mv_effects.vp'
Searching root pack 'C:\games\freespace2\1mv_models.vp'
Searching root pack 'C:\games\freespace2\DEM.vp'
Searching root pack 'C:\games\freespace2\DerelictSCP.vp'
Searching root pack 'C:\games\freespace2\DerelictSCP1.vp'
Searching root pack 'C:\games\freespace2\DerelictSCP2.vp'
Searching root pack 'C:\games\freespace2\DerelictSCP3.vp'
Searching root pack 'C:\games\freespace2\DerelictSCP4.vp'
Searching root pack 'C:\games\freespace2\Homesick.vp'
Searching root pack 'C:\games\freespace2\mp-710_adveffects.vp'
Searching root pack 'C:\games\freespace2\mp-710_effects.vp'
Searching root pack 'C:\games\freespace2\mp-710_models.vp'
Searching root pack 'C:\games\freespace2\mv1_adveffects.vp'
Searching root pack 'C:\games\freespace2\mv_adveffects.vp'
Searching root pack 'C:\games\freespace2\mv_alphapatch.vp'
Searching root pack 'C:\games\freespace2\mv_core.vp'
Searching root pack 'C:\games\freespace2\mv_effects.vp'
Searching root pack 'C:\games\freespace2\mv_models.vp'
Searching root pack 'C:\games\freespace2\mv_music.vp'
Searching root pack 'C:\games\freespace2\mv_textures.vp'
Searching root pack 'C:\games\freespace2\root_fs2.vp'
Searching root pack 'C:\games\freespace2\smarty_fs2.vp'
Searching root pack 'C:\games\freespace2\sparky_fs2.vp'
Searching root pack 'C:\games\freespace2\sparky_hi_fs2.vp'
Searching root pack 'C:\games\freespace2\stu_fs2.vp'
Searching root pack 'C:\games\freespace2\Sync.vp'
Searching root pack 'C:\games\freespace2\tango1_fs2.vp'
Searching root pack 'C:\games\freespace2\tango2_fs2.vp'
Searching root pack 'C:\games\freespace2\tango3_fs2.vp'
Searching root pack 'C:\games\freespace2\warble_fs2.vp'
Searching root 'f:\'
Found 34 roots and 17262 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
GR_CPU: Family 15, MMX=Yes
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : RADEON X700 PRO x86/MMX/3DNow!/SSE2
  OpenGL Version    : 2.0.5147 WinXP Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Unable to find extension "GL_NV_fog_distance".
  Using extension "GL_EXT_secondary_color".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_ARB_transpose_matrix".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Unable to find extension "GL_ARB_pixel_buffer_object".
  Unable to find extension "GL_APPLE_client_storage".
  Using extension "GL_SGIS_generate_mipmap".
  Unable to find extension "GL_EXT_framebuffer_object".
  Using extension "GL_EXT_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8
  Max elements vertices: 2147483647
  Max elements indices: 65535
  Max texture size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Performing global function/(library/object) name repeat check...
LUA: Performing library/object name repeat check...
LUA: Performing object/object name repeat check...
LUA: Performing library/library name repeat check...
LUA: Initializing library functions...
LUA: Initializing object functions...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
Unable to parse scripting.tbl!  Code = 5.
SCRIPTING: Inititialization complete.
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
Unable to parse interface.tbl!
cf_get_file_list_preallocated looking for type=7, filter="*-sdf.tbm"
ANI 2_radar1 with size 170x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
cf_get_file_list_preallocated looking for type=7, filter="*-mus.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-mfl.tbm"
Wokka!  Error opening file (armor.tbl)!
Unable to parse armor.tbl!
cf_get_file_list_preallocated looking for type=7, filter="*-amr.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-wxp.tbm"
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
couldn't find particle pcx for Akheton SDG
found ani Akheton_Particle for Akheton SDG, with 11 frames and 25 fps
couldn't find particle pcx for Morning Star
found ani Morningstar_Particle for Morning Star, with 21 frames and 10 fps
couldn't find particle pcx for Maxim
found ani Maxim_Particle for Maxim, with 21 frames and 10 fps
couldn't find particle pcx for UD-8 Kayser
ANI Kayser_Particle with size 80x80 (37.5% wasted)
found ani Kayser_Particle for UD-8 Kayser, with 7 frames and 30 fps
couldn't find pcx for Circe
found ani Circe_Bitmap for Circe, with 20 frames and 15 fps
couldn't find particle pcx for Lamprey
ANI Lamprey_Particle with size 86x86 (32.8% wasted)
found ani Lamprey_Particle for Lamprey, with 9 frames and 20 fps
couldn't find particle pcx for Shivan Heavy Laser
found ani Shivan_Laser_Stream for Shivan Heavy Laser, with 11 frames and 35 fps
couldn't find particle pcx for Shivan Mega Laser
found ani Shivan_Laser_Stream for Shivan Mega Laser, with 11 frames and 35 fps
pcx: Couldn't open 'VulcanX.pcx'
couldn't find pcx for Gattling Turret
couldn't find ani for Gattling Turret


==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Passed cmdline options:
  -2d_poof
  -alpha_env
  -env
  -jpgtga
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -ballistic_gauge
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -snd_preload
  -mod FOW,FOW
  -wcsaga
Building file index...
Searching root 'C:\games\freespace2\FOW\'
Searching root 'C:\games\freespace2\FOW\'
Searching root 'C:\games\freespace2\'
Searching root pack 'C:\games\freespace2\1mv_effects.vp'
Searching root pack 'C:\games\freespace2\1mv_models.vp'
Searching root pack 'C:\games\freespace2\DEM.vp'
Searching root pack 'C:\games\freespace2\DerelictSCP.vp'
Searching root pack 'C:\games\freespace2\DerelictSCP1.vp'
Searching root pack 'C:\games\freespace2\DerelictSCP2.vp'
Searching root pack 'C:\games\freespace2\DerelictSCP3.vp'
Searching root pack 'C:\games\freespace2\DerelictSCP4.vp'
Searching root pack 'C:\games\freespace2\Homesick.vp'
Searching root pack 'C:\games\freespace2\mp-710_adveffects.vp'
Searching root pack 'C:\games\freespace2\mp-710_effects.vp'
Searching root pack 'C:\games\freespace2\mp-710_models.vp'
Searching root pack 'C:\games\freespace2\mv1_adveffects.vp'
Searching root pack 'C:\games\freespace2\mv_adveffects.vp'
Searching root pack 'C:\games\freespace2\mv_alphapatch.vp'
Searching root pack 'C:\games\freespace2\mv_core.vp'
Searching root pack 'C:\games\freespace2\mv_effects.vp'
Searching root pack 'C:\games\freespace2\mv_models.vp'
Searching root pack 'C:\games\freespace2\mv_music.vp'
Searching root pack 'C:\games\freespace2\mv_textures.vp'
Searching root pack 'C:\games\freespace2\root_fs2.vp'
Searching root pack 'C:\games\freespace2\smarty_fs2.vp'
Searching root pack 'C:\games\freespace2\sparky_fs2.vp'
Searching root pack 'C:\games\freespace2\sparky_hi_fs2.vp'
Searching root pack 'C:\games\freespace2\stu_fs2.vp'
Searching root pack 'C:\games\freespace2\Sync.vp'
Searching root pack 'C:\games\freespace2\tango1_fs2.vp'
Searching root pack 'C:\games\freespace2\tango2_fs2.vp'
Searching root pack 'C:\games\freespace2\tango3_fs2.vp'
Searching root pack 'C:\games\freespace2\warble_fs2.vp'
Searching root 'f:\'
Found 34 roots and 17262 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
GR_CPU: Family 15, MMX=Yes
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : RADEON X700 PRO x86/MMX/3DNow!/SSE2
  OpenGL Version    : 2.0.5147 WinXP Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Unable to find extension "GL_NV_fog_distance".
  Using extension "GL_EXT_secondary_color".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_ARB_transpose_matrix".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Unable to find extension "GL_ARB_pixel_buffer_object".
  Unable to find extension "GL_APPLE_client_storage".
  Using extension "GL_SGIS_generate_mipmap".
  Unable to find extension "GL_EXT_framebuffer_object".
  Using extension "GL_EXT_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Found special extension function "wglSwapIntervalEXT".

 
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on September 04, 2006, 01:30:07 am
Ummmm. What the hell are 1mv_effects.vp and 1mv_models.vp?

Those aren't official SCP VPs and they are higher priority than anything else you have on the list.

For that matter I'm also seeing the mediavps, DEM, Derelict and Sync mods all installed in the main folder. That's just asking for trouble. Read my FAQ's guide on how to install mods properly or get used to getting problems like this one.
Title: Re: 3.6.9 Release Candidate 7
Post by: PotzUK on September 04, 2006, 01:52:24 pm
Would it be possible to reinstate the 'realtime' background editing in FRED?  In older CVS builts (31/07 for e.g.) if you made a change to the background it would update immediately.  In recent builds, you have to exit the background editor for it to update. 

Being able to see the background and edit it quickly saves a lot of time  8)
Title: Re: 3.6.9 Release Candidate 7
Post by: ShivanSpS on September 05, 2006, 06:35:15 pm
I busy and I dont have time to fully test it... but I think that IA can see Sthealth ships :S

I check it and confirmed that Icant target an enemy pegassus... but when I playing the "endgame" mission, the (Monitor mission where the Iceni jumps to the nebula), I choose Sthealth Pegassus for my wing as always  do it since the first time I played it... And in this mission All of my wingmen dead... on normal,  this NEVER happend to me before (Killed by fighters not cruisers or deimos), those fighter launch me even Hornets! against a Pegassus :P and I wacht one of my wingmen daying by 2 Harpoon launched from a Loki... that cant be, even the Deimos anti-fighter Turrets target and shoot me at 1.5k Rage :O, that is max range :P... please check it people :S

Again, any other has try this?
Title: Re: 3.6.9 Release Candidate 7
Post by: Zacam on September 07, 2006, 07:22:24 am
Well, doing a clean re-install I now have the objectives-displaying-out-of-sequence (as in, things that need doing/need to be done) in FS2 as well as FSPort......and in fact, anything else I've tried running.

(And by clean, I do mean clean. Brand new OS on a brand new drive kind of clean.)

I was kinda of surprised to have the HUD Directives telling me to fly to within 125 untis of the Instructor before he even got of his spiel about following directions.

Quote from: taylor
The fix was so that the objective/directive would be considered "current", meaning that it would show up in the directives list as soon as it's something that you are supposed to do as opposed to something that you have already done, or failed to do.

The original FS1 missions are actually designed to take advantage of this problem though. Because of that we're actually going to change the behavior to default to how it was before, but offer the option to make it "current" for mission designers.

Which I still don't understand. Instructor say's "Target Me" and you get a HUD Directive that says "Target Instructor" which changes state to show completed once instructor is indeed targeted. Your saying you "fixed" that to do that, but it was already doing it, so what exactly was fixed again? Or were the files (the originals) coded deficiently in a broken fashion that only _seemed_ to work?

If so, how would one go about re-coding the existing FS1/FS2 missions to take advantage of the "option" of the new behaviour and would there be any gains in doing so? (And for FSPort atleast, would they even want to do so, since maintaining the ability to operate under "Retail" FS2.exe is necessary, would the changes made to the mission files render them un-usable under original FS2.exe?)
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on September 07, 2006, 09:47:33 am
Here's the problem make a mission like this

Event 1
when
-Time-Elapsed
--10
-Do-Nothing

Event 2 (Directive Text of some sort)
-when
--Is-event-true-delay
---Event 1
-Do-Nothing

What you'd expect to happen is that the directive appears as soon as the game starts and becomes completed as soon as Event 1 becomes true (i.e 10 seconds in)

What actually happens in older builds is that no directive appears at the start of the mission and the completed (or failed in some cases) directive appears when Event 1 becomes true or false.


It's a bug. But it's a bug that was there since retail and thus can't be fixed easily since missions were built with it present.
Title: Re: 3.6.9 Release Candidate 7
Post by: ShivanSpS on September 07, 2006, 10:27:45 am
The same happends if in a chain?

-Event 1 (no chained)
-when
-Time-Elapsed
--10
-Do-Nothing

-Event 2 (chained) (Directive Text of some sort)
-when
--true
-Do-Nothing
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on September 07, 2006, 10:34:12 am
When you chain the two together you say that Event 2 shouldn't appear on the directives list until event 1 is complete.

You would get the same thing if event 1 does come true except now you'd get it even in builds that did have the bug fixed. If event 1 failed for some reason you'd never see the directive at all.
Title: Re: 3.6.9 Release Candidate 7
Post by: Goober5000 on September 07, 2006, 12:36:17 pm
It's technically not a bug; it's a design decision.

The way it was designed was as a substitute for chained directives (perhaps before chaining was implemented).  It was meant to work something like this:

Code: [Select]
when
--and
----is-event-true-delay
------"Traitor Revealed"
------0
----is-destroyed-delay
------0
------"Traitor Ship"
+Directive: Destroy Traitor

That sort of technique is different from what everyone is used to, but it's not a bug.  Whether it's good design is a matter of personal opinion.  Everyone seems to be focusing on the situations where it's inconvenient and forgetting the situations where it is. :)
Title: Re: 3.6.9 Release Candidate 7
Post by: ARSPR on September 07, 2006, 03:25:19 pm
IMO, it seems a weird way of working. Events, event chaining and so on should be user-friendly. They should behave the way a first look on them seems to show.

So maybe this bug/design decision would be useful if you didn't have alternative and clearer ways to do it (chained events or and/or structures). I think a tricky behaviour isn't good even if it saves some "event coding" in some situations.

I think you should fix it by default and maybe put a Launcher flag to enable the old/retail behaviour if desired. Even if you didn't use the old behaviour in old designed missions it wouldn't be very important for gameplay, so I think compatibility inquisitors won't complain (at least too much  ;)).
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on September 07, 2006, 03:39:12 pm
Other way round I'd say. Missions can identify themselves as being FS2_Open 3.6.9+ and use altered behaviour there.

The other way around needlessly introduces a new command line, (not to mention obligating us to support it) and breaks retail missions by default.
Title: Re: 3.6.9 Release Candidate 7
Post by: Shade on September 07, 2006, 03:46:49 pm
Yep, fixing it by default breaks certain retail missions. I tested that quite thoroughly. The way Taylor is going for will allow mission designers the choice to use the old behaviour, or the updated one through an optional argument. It can't be left to a user setting as that would randomly screw up missions designed for one or the other.

And if you're building a mission anyway, adding one optional argument to the SEXP isn't exactly a big chore.
Title: Re: 3.6.9 Release Candidate 7
Post by: Pnakotus on September 08, 2006, 02:12:09 am
Would it be alright to change the retail scripting but preserve the behaviour?  People like me who don't mess with FRED much would never notice.
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on September 08, 2006, 02:40:22 am
One thing we're not getting into is having to update the main campaign to make it work with FS2_Open. FS2_Open should always work with the retail data. Once we start down the slippery slope of making SCP additions compulsary it can very quickly lead to having an engine which doesn't have any missions you can actually play on it cause everything is just waiting for someone to fix the missions so that they work properly again.

The best way to fix it is so that new missions can turn on the expected behaviour but no mission built previous to the change is altered. And that is what has now been done. I noticed the code was commited last night.
Title: Re: 3.6.9 Release Candidate 7
Post by: Cmdr Blair on September 10, 2006, 12:26:13 pm
hi

i haves installed freespace2/freespace2 open again and also the newest media vps jet i have an problem with alpha from damaged ship with the fire aniamtions there are black tiles around the fire i think this should not be there
i cant help you much becouse my technical english is terrible i would give my best to explain bugs becouse freespace /scp is my favorite game since long time

i use high memory usage settings + 3radar + 3warpout -audiopreload
gfx setting is opengl
1024x768x32 trillinear
what is the problem??? i dont know how i can get alpha on these fire textures and i think they dont change at last time so they should work
my gfx card is an ati radeon8500 64mb
Title: Re: 3.6.9 Release Candidate 7
Post by: Shade on September 10, 2006, 12:36:56 pm
It sounds like you're missing the MediaVP patches. They're linked in the first post of this thread.
Title: Re: 3.6.9 Release Candidate 7
Post by: NGTM-1R on September 10, 2006, 05:49:04 pm
Has anyone else noticed that FRED, instead of giving the stock "We have no recommendations for you." in the debrief when you're building it, puts in a collection of funny ASCII characters apparently by default?

EDIT: To be exact, FRED gives its stock recommendations thing for the debrief as: 8nøxø
Title: Re: 3.6.9 Release Candidate 7
Post by: CP5670 on September 10, 2006, 11:07:08 pm
I've been getting that too, although I never paid much thought to it as it's so easy to change.
Title: OpenGL problems
Post by: Turey on September 10, 2006, 11:21:54 pm
I don't know if it's directly related to this build or not, but OpenGL was working fine until I quit the game a little while ago to go get some food. now, when i start it, it doesn't even get to the opening screen, just crases immediately. I changed it to D3D, and it works fine. All modes of D3D work, but none of the OpenGL modes work. I'm using 3.6.9 RC7 with patched media VP's and the 5.4 launcher. when i run a debug build, i get this:

(http://img.photobucket.com/albums/v86/Turey/spew.jpg)

and then it crashes. It was working all of an hour ago. does anyone know what's wrong?

EDIT: ****, now I feel stupid. I had updated my graphics card driver and forgot to restart. OpenGL works fine now. Still wondering why D3D worked without a restart though.....

EDIT AGAIN: alright, now why does a jagged-line like disconnect appear near the top of the screen when i'm turning fast in OpenGL? it's easiest to see if i have one of those small, background nebulas(not the full screen thing) moving across my screen. it doesn't happen with D3D...
Title: Re: 3.6.9 Release Candidate 7
Post by: Kaine on September 11, 2006, 11:18:58 pm
sound like some classic vsync jaggies. try forcing vsync on with the drivers.
Title: Re: 3.6.9 Release Candidate 7
Post by: Flipside on September 11, 2006, 11:28:03 pm
Quote
EDIT: To be exact, FRED gives its stock recommendations thing for the debrief as: 8nøxø

Yup, a Bnoxo will get em' every time ;)
Title: Re: 3.6.9 Release Candidate 7
Post by: Zacam on September 12, 2006, 11:00:23 am
8nøxø, ehh?

So, who forgot to feed Carl?

(I haven't noticed FRED doing this.....then again, I haven't much use for FRED since I do it all by hand anyway.)

I thought it defaulted to XSTR("", -1) though.
Title: Re: 3.6.9 Release Candidate 7
Post by: Mobius on September 14, 2006, 12:31:39 pm
Sorry to post it even in the RC7 thread,but i have problems with RC7 too.
When I try to create a campaign,the Available mission box is empty.I can't add missions.
This happened with RC5 and now with RC7.Debug builds crash immediately when I select Campaign editor,the same if for normal builds without mods.I can't survive without campaigns... :(
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on September 14, 2006, 12:48:31 pm
Hang on a sec. RC7 debug builds crash?
Title: Re: 3.6.9 Release Candidate 7
Post by: Mobius on September 14, 2006, 01:21:23 pm
YES.
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on September 14, 2006, 03:09:35 pm
Which means that this is a different problem from the ones I mentioned on the other thread. Because that one never crashed debug builds.

What does the trace say before it crashes?
Title: Re: 3.6.9 Release Candidate 7
Post by: Mobius on September 14, 2006, 03:34:56 pm
Nothing.I select Campaign editor,everything stops for 2/3 seconds and then crashes(debug or normal build without mods)
or :D
Empty box etc. If i save a fc2 file and then reload it,I get a Debriefing Persona error several times and then "can't load campaign file".i can't touch a thing then,so I must close FRED with task manager.
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on September 14, 2006, 04:59:20 pm
I'm sorry but that doesn't make sense. If both release and debug versions crash out on opening the editior how the hell are you making, saving and loading fc2 files?  :confused:
Title: Re: 3.6.9 Release Candidate 7
Post by: Mobius on September 15, 2006, 02:52:13 am
No,let me explain.
Debug builds crash istantly when I select Campaign editor.
Mormal builds without mods crash when I selelct Campaign editor.
Normal builds without mods crash when i load a fc2 file(only the new ones).

I don't know how to fix this,now I'm at school so whatever you write here I need to wait before try :lol:
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on September 15, 2006, 03:02:53 am
Mormal builds without mods crash when I selelct Campaign editor.
Normal builds without mods crash when i load a fc2 file(only the new ones).

These two sentences are mutually exclusive. It can't crash when you open the editor AND when you load a campaign file seeing as you have to do one to get to the other. I presume you mean that with mods they crash instantly and without they crash when you try to load an FC2 file.

Which file are you trying to load? Try it with the standard FS2 campaign in debug mode.
Title: Re: 3.6.9 Release Candidate 7
Post by: Mobius on September 15, 2006, 03:05:55 am
No,normal campaigns are loaded normaly.FRED crashes when I load fc2 files I have created with this empty-available-mission FRED.

However it isn't the main problem.I can't add missions,you know?
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on September 15, 2006, 03:13:48 am
If you're running FRED with no mods you probably won't have any missions that you can add. Do you actually have any missions in Freespace2\Data\Missions?
Title: Re: 3.6.9 Release Candidate 7
Post by: Mobius on September 15, 2006, 04:20:47 pm
$Name: Adjust
$Type: single

+Starting Ships: ()

+Starting Weapons: ( "Hornet"  "EMP Adv."  "Cyclops"  "Helios" )

;;FSO 3.6.8;; +Debriefing Persona Index: 0


;;FSO 3.6.8;; +Debriefing Persona Index: 0


;;FSO 3.6.8;; +Debriefing Persona Index: 0


;;FSO 3.6.8;; +Debriefing Persona Index: 0


;;FSO 3.6.8;; +Debriefing Persona Index: 0


;;FSO 3.6.8;; +Debriefing Persona Index: 0


#End

Here what I see when open a created fc2.
UPDATES:even the normal FRED2 crashes....

D'oh I solved it:threwas a BMP file called stead_01_11,i have changed it to .fs2 and FRED crashed.
I didn't know that missions should be placed in the data/missions of the mod I'm currently using with FS Open builds.  :hopping:  :hopping:


 :lol:
Title: Re: 3.6.9 Release Candidate 7
Post by: Goober5000 on September 16, 2006, 12:28:58 am
;;FSO 3.6.8;; +Debriefing Persona Index: 0


;;FSO 3.6.8;; +Debriefing Persona Index: 0


;;FSO 3.6.8;; +Debriefing Persona Index: 0


;;FSO 3.6.8;; +Debriefing Persona Index: 0


;;FSO 3.6.8;; +Debriefing Persona Index: 0


;;FSO 3.6.8;; +Debriefing Persona Index: 0


#End

Ugh.  This has got to be a bug with my new FRED comment saving code.
Title: Re: 3.6.9 Release Candidate 7
Post by: Mobius on September 16, 2006, 01:22:01 pm
It wasn't the cause of my problems,but if it's going to interfere with FREDing you should fix it :D
Title: Re: 3.6.9 Release Candidate 7
Post by: BlackDove on September 20, 2006, 11:05:33 am
-allslev is an unrecognised parameter.

Why?
Title: Re: 3.6.9 Release Candidate 7
Post by: Wanderer on September 20, 2006, 11:07:02 am
Replaced with ctrl + shift + s in tech room simulator
Title: Re: 3.6.9 Release Candidate 7
Post by: Cobra on September 20, 2006, 12:52:50 pm
Are you people using the same builds I am? because I have absolutely no problems with all builds. :wtf:

EDIT: I hate this ****ing keyboard at school.
Title: Re: 3.6.9 Release Candidate 7
Post by: Mobius on September 20, 2006, 04:41:46 pm
Strange thing with FRED:
I opened it from another computer,when I move ships their models and their names move to different places(they remain quite close,so I can select a ship seeing it too).
Title: Re: 3.6.9 Release Candidate 7
Post by: JamieKirby on September 22, 2006, 04:52:07 pm
Well, mine crashes all the time...

It gets to the point of putting in your pilot's name and then you click the button to continue, it comes up with a Error.

'Could not load in main hall mask (2_MailHall_Galatea-m)'

It seems to mention kernel32.dll - 7c816fd7()

any ideas?
Title: Re: 3.6.9 Release Candidate 7
Post by: Goober5000 on September 22, 2006, 11:33:02 pm
Well, mine crashes all the time...

It gets to the point of putting in your pilot's name and then you click the button to continue, it comes up with a Error.

'Could not load in main hall mask (2_MailHall_Galatea-m)'

It seems to mention kernel32.dll - 7c816fd7()

any ideas?

You're trying to run the FSPort in hi-res mode without the hi-res art.  You need to download and install this file:
http://fsport.hard-light.net/releases/sparky_hi_fs1.zip
Title: Re: 3.6.9 Release Candidate 7
Post by: JamieKirby on September 23, 2006, 04:48:09 am
Well, i downloaded everything listed on the fport site....unless it wasn't listed.
Title: Re: 3.6.9 Release Candidate 7
Post by: mincemeat on September 23, 2006, 06:19:57 am
Hi there,

I seem to have run into a showstopper for 3.6.9, it crashes out unless I specify the -nosound parameter.

Windows XP SP2,
DirectX 9.0c,
ATI Radeon 9800 PRO (driver version 6.14.0010.6553),
SB Live! Audio (driver version 5.12.0001.0252),
Athlon XP 2700+

I've used 3.6.7 without any problems, but nonetheless before installing 3.6.9 I've done a clean reinstall of FS2 and then made sure the retail FS2 ran.

This is what I get from the fs.log in the debug build:

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Passed cmdline options:
  -2d_poof
  -ambient_factor 80
  -env
  -jpgtga
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -ballistic_gauge
  -dualscanlines
  -3dwarp
  -warp_flash
Building file index...
Searching root 'D:\games\fs2\'
Searching root pack 'D:\games\fs2\mp-710_adveffects.vp'
Searching root pack 'D:\games\fs2\mp-710_effects.vp'
Searching root pack 'D:\games\fs2\mp-710_models.vp'
Searching root pack 'D:\games\fs2\mv_core.vp'
Searching root pack 'D:\games\fs2\mv_effects.vp'
Searching root pack 'D:\games\fs2\mv_models.vp'
Searching root pack 'D:\games\fs2\mv_music.vp'
Searching root pack 'D:\games\fs2\mv_textures.vp'
Searching root pack 'D:\games\fs2\Root_fs2.vp'
Searching root pack 'D:\games\fs2\smarty_fs2.vp'
Searching root pack 'D:\games\fs2\sparky_fs2.vp'
Searching root pack 'D:\games\fs2\sparky_hi_fs2.vp'
Searching root pack 'D:\games\fs2\stu_fs2.vp'
Searching root pack 'D:\games\fs2\tango1_fs2.vp'
Searching root pack 'D:\games\fs2\tango2_fs2.vp'
Searching root pack 'D:\games\fs2\tango3_fs2.vp'
Searching root pack 'D:\games\fs2\warble_fs2.vp'
Found 18 roots and 11794 files.
Setting language to English
Initializing OpenAL...

and the errorlog.txt shows:
Code: [Select]
fs2_open_3_6_9 caused an Access Violation in module OpenAL32.dll at 001b:10005ef2.
Exception handler called in FreeSpace 2 Main Thread.
Error occurred at 9/23/2006 22:21:54.
D:\GAMES\FS2\fs2_open_3_6_9.exe, run by User.
1 processor(s), type 586.
512 MBytes physical memory.
Read from location 00000000 caused an access violation.

Registers:
EAX=00000000 CS=001b EIP=10005ef2 EFLGS=00010206
EBX=0000ac44 SS=0023 ESP=0012f77c EBP=00000000
ECX=00000004 DS=0023 ESI=00000000 FS=003b
EDX=7c90eb94 ES=0023 EDI=00000000 GS=0000
Bytes at CS:EIP:
8b 10 51 8b 4c 24 10 51 8b 4c 24 10 51 50 ff 52
Stack dump:
0012f77c: 0244e488 0062878e 00000000 00001001 00000004 0244e488 77d804ea 00000000
0012f79c: 00000000 0000ac44 00001007 0000ac44 00001009 00000000 00000000 00000000
0012f7bc: 00000000 bf800000 00000000 3f800000 00000000 0045861a 00000000 00000000
0012f7dc: 0000ac44 00000010 007c90b5 00000001 00000008 00000000 00000000 00402653
0012f7fc: 00000000 00000000 0000ac44 00000010 00000000 0074f220 00000010 00000000
0012f81c: 0074f230 0000ac44 0012fb21 00000000 0012ff34 ffffffff 0012f868 00140000
0012f83c: 7c910732 00000005 00140778 00140000 00155888 0012f840 7c90d4ea 475c3a44
0012f85c: 53454d41 3253465c 3273665c 6578652e 0af10600 7c9106eb 0012fb21 01000000
0012f87c: ffffffff 00140000 9725cb01 c7ae0213 0000029a 00140640 00000199 0012fac8
0012f89c: 7c911538 7c911596 7c9106eb 000003ff 00000000 ffffffff 00007efc 0012f8d0
0012f8bc: 77dd8664 0012f954 0012f8cc 0012f90c 475c3a44 53454d41 3253465c 00000000
0012f8dc: 0012f954 00000100 0012f91c 00000000 00000100 0012f91c 0af10050 0012f90c
0012f8fc: 0af10050 00000000 0b2d0000 0012fadc 0012fae4 00400120 0012f904 77e76115
0012f91c: 0012ff24 7c90ee18 7c910838 ffffffff 7c910833 7c831279 00400000 0012fb21
0012f93c: 00000000 ffffffff 754074aa 00000017 9eac72fb 00000000 cc223d86 00000000
0012f95c: 0b39c71e 00000000 0012235f 0011a127 003d5da2 0000a6a9 000185ce 0004e04c
0012f97c: 00019a9e 0037421e 0000c9ba 000c7e52 00000000 001441b8 000bd6c0 00015e47
0012f99c: 00000000 00000000 00007330 00000733 0000f2de 00000f85 000036a7 00002f7d
0012f9bc: 7c90da54 7c918331 ffffffff 0012fa80 0012fa98 00008000 0af10000 0b2d0000
0012f9dc: 00000000 0012fab4 7c92ae67 ffffffff 0012fa80 0012fa98 7c91056d 0012fb21
0012f9fc: 0b2d0020 ffffffff 00000000 00000000 00000000 00000000 00000000 001b2440
0012fa1c: 00000000 0000381d 0001eadf 00000000 0000990e 00200001 00000000 000002ec
0012fa3c: 0af10050 00000034 0af10050 0b2d0000 00000000 00000000 00008000 00000000
0012fa5c: 0000fd47 01001000 0b2d0020 0b2d0000 009d984a 01001000 00010000 0af10000
0012fa7c: 0af10000 0b2d0000 0012ff24 7c90ee18 00000000 00000000 000106eb 01001000
0012fa9c: 0012f9f8 00000000 0012ff24 7c90ee18 7c910570 ffffffff 7c91056d 006a16a7
0012fabc: 0af10000 00000000 0b2d0020 0012fb21 00409e1d fffffffd 00000000 00408de2
0012fadc: 00000020 00000043 1ff7c000 0a6a9000 4e04c000 35a7e000 7ffe0000 7420b000
0012fafc: 00408f78 00142388 00000000 00000000 7ffdb000 02000200 475c3a44 53454d41
0012fb1c: 3253465c 32736600 65706f5f 5f335f6e 2e395f36 00657865 02100312 0af103c0
0012fb3c: 02100210 02100210 02140214 03120210 02100210 02140210 02100312 02100210
0012fb5c: 02100210 03010301 03010301 00000000 03010301 0af17dc0 0af10640 03010301
0012fb7c: 03010301 03010301 03010301 03010301 02100301 0af10178 03010301 03010301
0012fb9c: 03020301 03020302 03020302 03020302 03020302 00000009 03020302 0af17db8
0012fbbc: 03020302 03020302 03020302 03020302 02100302 03020302 03020302 00000008
0012fbdc: 0012fc10 00140000 7c910732 0af10178 00140778 0af17978 00000000 0012fc2c
0012fbfc: 00140000 7c910732 00000005 00140778 00140000 00000000 0012fc04 7c9106eb
0012fc1c: 0012fe48 7c90ee18 7c910738 ffffffff 7c910732 7c911596 7c9106eb 0290f860
0012fc3c: 0012ff14 00000000 0af17268 0af17978 00000000 00000049 0af16e30 0af10178
0012fc5c: ffffffff 0af16e38 7c80b4be 00000001 0f74001b 0af10178 00000104 001401f0
0012fc7c: 0012fd1c 00241ec0 7c90e21f 7c90d4ea 7c9180ff ffffffff 0012fcc8 00000000
0012fc9c: 0012fcec 00001000 00000004 0af10000 0af18000 0af10000 0af18000 0af17970
0012fcbc: 0af17970 0012fcf0 7c917e77 0af10000 0af180c8 0af17970 000000e9 0af10000
0012fcdc: 0af10000 00000740 0af16e38 000001e7 010001e9 0012fedc 7c917c0c 0af10000
0012fcfc: 00000001 7c917bf5 0af10608 7c917bb0 00000000 00000750 0af17978 0af17978
0012fd1c: 003a0044 0047005c 004d0041 0af17970 0046005c 00150bf8 00000008 00320073
0012fd3c: 0af17978 00000010 00140178 00000008 00150bf8 00000000 00780065 0af10178
0012fd5c: 00000080 0af17270 001401f0 8b9a8988 8f9e8d9c 00000000 0af10178 0af10178
0012fd7c: 001401c8 00000001 a7a6a5a4 abaaa9a8 0af10178 0000000f b7b6b5b4 00000004
0012fd9c: 00000008 0af17248 00140218 ebeae9e8 0000000a f3f2f1f0 00150ae0 7c911b09
0012fdbc: 01191618 001401f0 00000000 00000008 00000008 0af10178 7c911b09 0290f860
0012fddc: 00150f90 0af17970 0af17970 00000021 0b191188 dfffffff 00000030 006a78ab
0012fdfc: 0290fb08 0012fe5c 006a170b 00000009 0af11e90 00000009 0b191188 0000001f
0012fe1c: 006a16cb 00000021 006a0b67 00000021 00000001 00439771 00000021 0b191188
0012fe3c: 0b191170 00000001 0b191188 0000001f 0012fe38 0012fe8c 0070bb80 00000000
0012fe5c: 00000001 7c80977a 02910228 00000000 00000000 000000e9 000000e7 00692c6c
0012fe7c: 0290f860 00692f47 0290f67c 0290f69c 00692c34 0290f860 0290f69c 0069253d
0012fe9c: 00692c34 0290f860 0af10000 0af10000 00000740 000000eb 010000e9 00000758
0012febc: 00000748 006923d2 0012fd0c 7c910945 7c91094e 00000000 00020000 7ffdb000
0012fedc: 7c917bb0 006a481f 7ffdb000 7c901005 0012fed0 0af17978 0012ff30 7c90ee18
0012fefc: 7c910970 7c97e4c0 7c8021b5 7c802011 00000000 00000000 ffffffff 0074cdf8
0012ff1c: 0012fb04 0012f3a0 0012ffb0 006a0748 00711720 00000000 0012ffc0 006a0d09
0012ff3c: 00400000 00000000 00142388 0000000a 00000000 010f63b0 7ffdb000 00000000
0012ff5c: 00142388 c038f8b4 00000044 00144ff0 001438b0 00145008 00000000 00000000
0012ff7c: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012ff9c: ffffffff ffffffff ffffffff 0012ff4c 805824fd 0012ffe0 006a0748 00717d28
0012ffbc: 00000000 0012fff0 7c816fd7 00000000 010f63b0 7ffdb000 8054a938 0012ffc8
0012ffdc: 829fd448 ffffffff 7c839aa8 7c816fe0 00000000 00000000 00000000 006a0c29
0012fffc: 00000000

Module list: names, addresses, sizes, time stamps and file times:
D:\GAMES\FS2\fs2_open_3_6_9.exe, loaded at 0x00400000 - 3993684 bytes - 44f4b11b - file date is 8/29/2006 17:27:02
C:\INTERNET\FIREWALL\Comodo\Firewall\appguard.dll, loaded at 0x0af40000 - 204800 bytes - 44ffd56e - file date is 9/20/2006 18:49:48
C:\WINDOWS\system32\OpenAL32.dll, loaded at 0x10000000 - 135168 bytes - 3d377f78 - file date is 7/19/2002 10:54:50
C:\WINDOWS\system32\COMCTL32.dll, loaded at 0x5d090000 - 611328 bytes - 411096af - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\OPENGL32.dll, loaded at 0x5ed00000 - 713728 bytes - 411096f8 - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\LPK.DLL, loaded at 0x629c0000 - 22016 bytes - 411096aa - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\GLU32.dll, loaded at 0x68b20000 - 122880 bytes - 41109697 - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\d3d8thk.dll, loaded at 0x6d990000 - 8192 bytes - 41109692 - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\d3d8.dll, loaded at 0x6d9a0000 - 1179648 bytes - 41109692 - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\WS2HELP.dll, loaded at 0x71aa0000 - 19968 bytes - 411096f3 - file date is 8/4/2004 00:56:48
C:\WINDOWS\system32\WS2_32.dll, loaded at 0x71ab0000 - 82944 bytes - 411096f2 - file date is 8/4/2004 00:56:48
C:\WINDOWS\system32\WSOCK32.dll, loaded at 0x71ad0000 - 22528 bytes - 411096ff - file date is 8/4/2004 00:56:48
C:\WINDOWS\system32\DINPUT.dll, loaded at 0x72280000 - 159232 bytes - 411096af - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\DDRAW.dll, loaded at 0x73760000 - 266240 bytes - 411096a0 - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\DCIMAN32.dll, loaded at 0x73bc0000 - 8704 bytes - 4110969f - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\MSCTF.dll, loaded at 0x74720000 - 294400 bytes - 411096ea - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\USP10.dll, loaded at 0x74d90000 - 406528 bytes - 411096ba - file date is 8/4/2004 00:56:48
C:\WINDOWS\system32\msctfime.ime, loaded at 0x755c0000 - 177152 bytes - 411096eb - file date is 8/4/2004 00:56:14
C:\WINDOWS\system32\IMM32.DLL, loaded at 0x76390000 - 110080 bytes - 411096ae - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\WINMM.dll, loaded at 0x76b40000 - 176128 bytes - 411096d6 - file date is 8/4/2004 00:56:48
C:\WINDOWS\system32\OLEAUT32.dll, loaded at 0x77120000 - 553472 bytes - 411096f3 - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\ole32.dll, loaded at 0x774e0000 - 1285120 bytes - 42e5be93 - file date is 7/26/2005 16:39:48
C:\WINDOWS\system32\VERSION.dll, loaded at 0x77c00000 - 18944 bytes - 411096b7 - file date is 8/4/2004 00:56:48
C:\WINDOWS\system32\msvcrt.dll, loaded at 0x77c10000 - 343040 bytes - 41109752 - file date is 8/4/2004 00:56:44
C:\WINDOWS\system32\USER32.dll, loaded at 0x77d40000 - 577024 bytes - 42260159 - file date is 3/3/2005 06:09:30
C:\WINDOWS\system32\ADVAPI32.dll, loaded at 0x77dd0000 - 616960 bytes - 411096a7 - file date is 8/4/2004 00:56:42
C:\WINDOWS\system32\RPCRT4.dll, loaded at 0x77e70000 - 581120 bytes - 411096ae - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\GDI32.dll, loaded at 0x77f10000 - 280064 bytes - 43b34feb - file date is 12/29/2005 14:54:36
C:\WINDOWS\system32\Secur32.dll, loaded at 0x77fe0000 - 55808 bytes - 411096c1 - file date is 8/4/2004 00:56:46
C:\WINDOWS\system32\kernel32.dll, loaded at 0x7c800000 - 984064 bytes - 44ab9a84 - file date is 7/5/2006 22:55:02
C:\WINDOWS\system32\ntdll.dll, loaded at 0x7c900000 - 708096 bytes - 411096b4 - file date is 8/4/2004 00:56:38

By the way neither nvopenal.dll or ct_oal.dll existed anywhere in my system.
Any advice would be greatly appreciated.
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on September 23, 2006, 06:31:12 am
It's the old OpenAL problem again. I notice from your edit you've spotted part of the problem.

You need this (http://developer.creative.com/articles/article.asp?cat=1&sbcat=31&top=38&aid=46). If that doesn't fix the problem then you have an old version installed too. You solve that by following the instructions here (http://www.hard-light.net/forums/index.php/topic,42294.msg865226.html#msg865226).
Title: Re: 3.6.9 Release Candidate 7
Post by: mincemeat on September 23, 2006, 06:38:34 am
Thank you sir!  Installing the updated OpenAL component fixed it.
Title: Re: 3.6.9 Release Candidate 7
Post by: JamieKirby on September 23, 2006, 08:17:32 am
My problem is fixed now, for some reason, i never downloaded the Hi-res files........weird.
Title: Re: 3.6.9 Release Candidate 7
Post by: Dysko on September 25, 2006, 09:55:03 am
I have the black box problem, related only to shockwaves and missile trails ANIs. I tried to re-download the alpha patches, but the problem still remains.
The weird thing is that when I tried to run the game using the debug build to send you the log, an error appeared (it never appeared in the standard build):

Warning: EFF: Unable to load all frames for 'Alouqua_AniBitmap.eff', stopping at #3

File:c:\temp\fs2_open_3_6_9.t\code\bmpman\bmpman.cpp
Line: 1850
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    parse_weapon()    parse_weaponstbl()    weapon_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816fd7()
------------------------------------------------------------------

If I press "No", a similar error continues appearing.
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on September 25, 2006, 10:29:23 am
What mod are you running to get that error?

As for the black box problem you don't want the alpha patches, you want the 710 patches. You'll find them on the first post of this thread.
Title: Re: 3.6.9 Release Candidate 7
Post by: Dysko on September 25, 2006, 10:32:29 am
What mod are you running to get that error?
The first time I got that error, I was using a temporary "Steadfast" mod folder. Since I thought that the mod was causing that error, I selected "No MOD", but I still got the error.

you want the 710 patches
I already have them, but the problem remains.
Title: Re: 3.6.9 Release Candidate 7
Post by: Mobius on September 25, 2006, 01:33:11 pm
I don't reaaly know.I made a VP file for episode 1 and works correctly(except for Species tbl).Possibly you have my old mod folder.
I cna upload that file,but you won't be able to DL it...
Title: Re: 3.6.9 Release Candidate 7
Post by: Dysko on September 25, 2006, 01:37:18 pm
It seems this problem is non mod-related.
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on September 25, 2006, 05:40:09 pm
Hmmm. It looks like its screwing up on one the files used by the Shivan Light Laser. No idea why though.
Title: Re: 3.6.9 Release Candidate 7
Post by: Dysko on September 26, 2006, 12:53:44 am
Maybe I've something wrong in my "mediavps" folder. I have these files:
mp-710_effects.vp
mp-710_models.vp
mv_alphapatch.vp
mv_amodelspatch.vp
mv_amodelspatch2.vp
mv_core.vp
mv_effects.vp
mv_models.vp
mv_music.vp
mv_textures.vp
Do I miss some files, or there is something that shouldn't be there?
Also, I use these flags: -glow -jpgtga -nomotiondebris -dualscanlines -targetinfo -alpha_env
Title: Re: 3.6.9 Release Candidate 7
Post by: Turey on September 26, 2006, 01:03:10 am
you don't want:

mv_alphapatch.vp
mv_amodelspatch.vp
mv_amodelspatch2.vp
Title: Re: 3.6.9 Release Candidate 7
Post by: Mobius on September 26, 2006, 05:17:38 am
I think I don't have those 710...
Title: Re: 3.6.9 Release Candidate 7
Post by: Dysko on September 26, 2006, 06:39:15 am
you don't want:

mv_alphapatch.vp
mv_amodelspatch.vp
mv_amodelspatch2.vp
Still having the problem even without these vps...  :(
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on September 26, 2006, 06:49:15 am
you don't want:

mv_alphapatch.vp
mv_amodelspatch.vp
mv_amodelspatch2.vp
Still having the problem even without these vps...  :(
You are using an old set of MediaVPs.  Replace them with the ones from here (http://www.hard-light.net/forums/index.php/topic,39905.msg812147.html#msg812147) and things should work better.
Title: Re: 3.6.9 Release Candidate 7
Post by: Dysko on September 26, 2006, 07:28:48 am
Uhm... Now it works... I had already downloaded the new VPs some time ago, but it seems I forgot installing them :nervous:... Thanks, Taylor
Title: Re: 3.6.9 Release Candidate 7
Post by: Rhythmic on September 26, 2006, 01:43:18 pm
So is the following issue with my smoke from impact damage something on my end or is 3.6.9rc7 not yet fully compatable with The Babylon Project?

Here is a picture of what I mean, Look at the smoke comming out of where I shot the cruiser at.
http://img78.imageshack.us/img78/2066/screen0008kj8.jpg

It comes out as thick black blocks.
I have the mediavps 3.6.8 mv_effects,mv_adveffects as well as the 710 patches for both installed correctly and indeed, This seems to be the only glitch for me. just the smoke damage on ships that have been hit.

Title: Re: 3.6.9 Release Candidate 7
Post by: Goober5000 on September 26, 2006, 01:48:25 pm
So is the following issue with my smoke from impact damage something on my end or is 3.6.9rc7 not yet fully compatable with The Babylon Project?

More like TBP is not yet fully compatible with the SCP.  We have been trying to get mods to fix their graphics files that do this, but we haven't reached everybody yet.
Title: Re: 3.6.9 Release Candidate 7
Post by: Rhythmic on September 26, 2006, 01:53:36 pm
So is the following issue with my smoke from impact damage something on my end or is 3.6.9rc7 not yet fully compatable with The Babylon Project?

More like TBP is not yet fully compatible with the SCP.  We have been trying to get mods to fix their graphics files that do this, but we haven't reached everybody yet.



Ahh so this problem is on their end.
Oh well, They have a new version comming soon so maybe that patch will fix it up.
Title: Re: 3.6.9 Release Candidate 7
Post by: Mobius on September 26, 2006, 02:19:40 pm
I know that possibly further builds won't be compatible with Inferno....
Title: Re: 3.6.9 Release Candidate 7
Post by: Goober5000 on September 26, 2006, 02:26:33 pm
I know that possibly further builds won't be compatible with Inferno...

That is completely incorrect.  Who told you that?
Title: Re: 3.6.9 Release Candidate 7
Post by: Turey on September 26, 2006, 02:43:45 pm
I know that possibly further builds won't be compatible with Inferno....

the SCP is NOT going to alienate one of the largest Freespace mods out there. Period.
Title: Re: 3.6.9 Release Candidate 7
Post by: Mobius on September 26, 2006, 02:56:23 pm
I heard it somewhere in Inferno.... :nervous:
Maybe it was refering to mediavps or something else,I don't remember,but I read that it would make the mod crash.
As for the reasons...I heard that this change is needed to increase SCP performances...  ::)

Woo told me that you'll need time to make it so Inf is safe for now.  :nod:
Title: Re: 3.6.9 Release Candidate 7
Post by: Rhythmic on September 26, 2006, 03:00:56 pm
Hmmmm


I wanted to see if the hyperspace effects still worked fine. They also glitch a bit.
Everything has become a tad bit boxified as well.

http://img165.imageshack.us/img165/9427/screen0009eb4.jpg

It looks worse ingame than it does in that screenshot.

Another thing.
I decided to switch to direct3d mode and somehow for whatever reasons there were zero glitches.... It worked fine besides the fact d3d is slower and a bit uglier looking lighting wise.
Title: Re: 3.6.9 Release Candidate 7
Post by: FUBAR-BDHR on September 27, 2006, 05:11:11 pm
Well I've been trying to set up a standalone server.   Downloaded this build and it crashes ever time when trying to launch a standalone.  Here's what I am getting. 

Assert: bm_bitmaps[bitmapnum].handle == handle
File: c:\temp\fs2_open_3_6_9.t\code\bmpman\bmpman.cpp
Line: 1924
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    multi_update_validate_missions_DrawString()    multi_update_valid_missions()    standalone_main_init()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816fd7()
------------------------------------------------------------------


I will put it in the Mantis tracker as soon as I receive my registration mail.
Title: Re: 3.6.9 Release Candidate 7
Post by: martellato on September 27, 2006, 11:39:27 pm
Hi
Assert: bm_bitmaps[bitmapnum].handle == handle
File: c:\temp\fs2_open_3_6_9.t\code\bmpman\bmpman.cpp
Line: 1924
Hi FUBAR, I got that same error on the same line with the 3.6.9 RC7.  Once you get on mantis (see my tip) (http://www.hard-light.net/forums/index.php/topic,34786.msg868845.html#msg868845) and login, you can check out the bug report that I made here (http://scp.indiegames.us/mantis/bug_view_advanced_page.php?bug_id=0001046).

While that error has been reported, the developers still need continuing testing and feedback on the fixes that they’ve developed.  Would you be willing to test out the latest CVS release with me, in order to look around for any kinks?
Title: Re: 3.6.9 Release Candidate 7
Post by: FUBAR-BDHR on September 28, 2006, 12:41:30 am
Waiting on the next release as I type.  I went back to 1.3.6 for the standalone for now.  It doesn't last long but at least it starts.  :D  As soon as I get the new release I will put it up and start reporting any bugs.  I've got 2 DSL lines so I should be able to have 2 servers up most of the time.
Title: Re: 3.6.9 Release Candidate 7
Post by: martellato on September 28, 2006, 02:06:01 am
Waiting on the next release as I type.  I went back to 1.3.6 for the standalone for now.  It doesn't last long but at least it starts.  :D  As soon as I get the new release I will put it up and start reporting any bugs.  I've got 2 DSL lines so I should be able to have 2 servers up most of the time.
Rock on :)  I see your 2 games on fs2netd.

Just fyi, if you would like to try the latest CVS build, you can get it here:
http://icculus.org/~taylor/fso/testing/rc7dot7.rar

Note: This CVS release includes a protective enhancement that makes it so that rc7dot7 clients only see multiplayer games hosted by rc7dot7 servers.  This is a good thing, because the net code "protocol" has changed from older builds.

Just thought I'd mention it before you discover that some fs2netd games are listed on the fs2netd web site but not in your in-game lobby with this build.  This helps prevent crashes!  But there are also a lot of other fixes in this release - essssspecially for the standalone server.  We just have to test it and make sure it's battle-hardened.  :arrr:
Title: Re: 3.6.9 Release Candidate 7
Post by: ARSPR on September 28, 2006, 01:31:06 pm
This one is just info for Taylor:

Sorry but I have just been able to test the Gamma_Test version you've posted in the Mantis 973 bug (http://scp.indiegames.us/mantis/bug_view_advanced_page.php?bug_id=0000973) I opened.

As you've said in Mantis, it is fixed. But I've noticed Brightness/Gamma has changed from RC7. Gamma_Test version is clearer. I don't know if it is a desired change or if it is some kind of cross effect or little bug.

Title: Re: 3.6.9 Release Candidate 7
Post by: FUBAR-BDHR on September 28, 2006, 04:02:57 pm
Rock on :)  I see your 2 games on fs2netd.

Just fyi, if you would like to try the latest CVS build, you can get it here:
http://icculus.org/~taylor/fso/testing/rc7dot7.rar

Note: This CVS release includes a protective enhancement that makes it so that rc7dot7 clients only see multiplayer games hosted by rc7dot7 servers.  This is a good thing, because the net code "protocol" has changed from older builds.

Just thought I'd mention it before you discover that some fs2netd games are listed on the fs2netd web site but not in your in-game lobby with this build.  This helps prevent crashes!  But there are also a lot of other fixes in this release - essssspecially for the standalone server.  We just have to test it and make sure it's battle-hardened.  :arrr:

Is standalone supposed to work in this build?  If so it doesn't.  I didn't confirm it but it appears to be the same error as before.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on September 28, 2006, 04:43:06 pm
But I've noticed Brightness/Gamma has changed from RC7. Gamma_Test version is clearer. I don't know if it is a desired change or if it is some kind of cross effect or little bug.
Is it different in a bad way?  I did change how all of the gamma stuff works for OpenGL (hence the "gamma" build :)) in order to try and use your initial color profile settings as a base, and then build on that.  I still don't think it's working 100%, but I haven't heard anything back from DaBrain on the subject yet and that's who the build was originally for.  If it looks/works better for you, then I'm not terribly surprised, but if it's worse then let me know in what way and I'll see what I can do about it.

Is standalone supposed to work in this build?  If so it doesn't.  I didn't confirm it but it appears to be the same error as before.
No, it's not.  It is better, but not all that great still.  I have more fixes on the way which I think will take care of all known standalone bugs.  Hopefully the 7dot8 build (may be released tonight, I'll PM you when it's available) will get past all of the known problems so that we can start finding the ones that we don't know about yet.
Title: Re: 3.6.9 Release Candidate 7
Post by: Mobius on September 28, 2006, 04:59:40 pm
Is that rumor about Inferno true?
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on September 28, 2006, 05:13:39 pm
I doubt it.

I think you've gotten confused about the fact that the plan is to get rid of the Inferno build by making sure that standard SCP builds have equally high limits.
Title: Re: 3.6.9 Release Candidate 7
Post by: Mobius on September 28, 2006, 05:17:10 pm
Woo wrote the world "crash",I wrote "is R2 safe?" and he said that you will take some time before finish this...thing.

Of course I'm happy it isn't true(right?). :D
Title: Re: 3.6.9 Release Candidate 7
Post by: ARSPR on September 29, 2006, 08:38:06 am
If it looks/works better for you, then I'm not terribly surprised, but if it's worse then let me know in what way and I'll see what I can do about it.

The new brighter gamma is definitely worse so I just moved it down two points within game. Now it looks more or less the same as RC7.

It really doesn't matter where you put the "zero" value. Just, put a warning in the next "official" release thread so people don't get surprised with the change.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on September 29, 2006, 12:13:01 pm
The new brighter gamma is definitely worse so I just moved it down two points within game. Now it looks more or less the same as RC7.

It really doesn't matter where you put the "zero" value. Just, put a warning in the next "official" release thread so people don't get surprised with the change.
The point of the new gamma code is to actually make use of the existing Windows gamma settings.  So a 1.0 should be exactly the same as what Windows is set to, not the identity ramp that the game used before.  Going up or down will just modify those original ramp values.  RC7 and everything previous to it wasn't necessarily correct, so I don't really want to get it working the same.  Depending on your monitor setup, it didn't work properly before, but would now.  I suspect that this is going to be one change that will throw some people, but those are going to be the people who are used to having the game with a different gamma setup than what they have Windows set to use.

If your gamma/ICC profile is just the default, and it still looks wrong at 1.0, then let me know.
Title: Re: 3.6.9 Release Candidate 7
Post by: IPAndrews on September 30, 2006, 08:21:46 am
So assuming I know which files are giving black boxes. How am I supposed to fix these files? Keep the explanation as non-technical as possible since I know jack **** about alpha channels. Just tell me what software I use and what buttons to push. They're dds files openning using M$'s directx texture tool.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on September 30, 2006, 09:50:53 am
So assuming I know which files are giving black boxes. How am I supposed to fix these files? Keep the explanation as non-technical as possible since I know jack **** about alpha channels. Just tell me what software I use and what buttons to push. They're dds files openning using M$'s directx texture tool.
It's best to start from originals if possible, since compressed DDS is a lossy format and saving it twice just degrades the quality that much more.  I don't know a thing about MS's DX texture tool though, or if it's even possible to remove the alpha channels with it.  What else do you have that supports DDS?
Title: Re: 3.6.9 Release Candidate 7
Post by: IPAndrews on September 30, 2006, 09:55:52 am
Yes I thought you'd mention originals. I'll have a look. I don't hold much hope. In answer to your question I've got... Paint Shop Pro 6. That's about it.
Title: Re: 3.6.9 Release Candidate 7
Post by: Trivial Psychic on September 30, 2006, 06:15:52 pm
I have Adobe Photoshop 7 with the DDS plugin.  I can save in various formats, but I've never been successful in working with alpha channels.
Title: Re: 3.6.9 Release Candidate 7
Post by: Wanderer on October 01, 2006, 12:28:19 am
From what i have its generally best to first create a good 'originals' (tgas) and then use either ATI's Compressonator or Nvidias Nvdxt utilities for converting tga to dds.
Title: Re: 3.6.9 Release Candidate 7
Post by: IPAndrews on October 01, 2006, 02:03:31 pm
Fixed it I think. I recoded the dds files as DXT1 using the DX Texture Tool. Halved the file size from 22 to 11k each but it's a rubbish effect so who cares. As long as I haven't broken it.
Title: Re: 3.6.9 Release Candidate 7
Post by: IPAndrews on October 01, 2006, 02:06:16 pm
SCP bods. TBP has just hit the 130 ship max limit. We've juggled already and we really can't do any more. How about shifting that limit say 20 away from TBP to 150? It's not a huge increase and since we're shutting up shop now it will give us more than enough breathing space to dot the few i's and cross the t's whilst also allowing campaign makers to drop in the odd extra ship of their own. It's not much to ask.  :D
Title: Re: 3.6.9 Release Candidate 7
Post by: Prophet on October 01, 2006, 02:22:32 pm
(http://img504.imageshack.us/img504/737/pleazzhl8.th.jpg) (http://img504.imageshack.us/my.php?image=pleazzhl8.jpg)


Edit: ****. Ofcourse I had to make a grammatic error. :o
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on October 01, 2006, 02:36:47 pm
How about shifting that limit say 20 away from TBP to 150?
Not gonna happen.  Changing the limit breaks pilot files and network compatibility.  You'll just have to deal with it for now and wait for the new pilot code like everyone else.  Headless kitten be damned.   :P
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on October 01, 2006, 03:49:47 pm
Or you can go over to using Inferno builds for TBP for the time being. They will work but they will corrupt any multiplayer pilot that you ever load into them so be careful about that.
Title: Re: 3.6.9 Release Candidate 7
Post by: IPAndrews on October 02, 2006, 03:57:38 am
So SCP now has two very major high-profile mods that need to use "the Inferno build". There's something wrong there.  :wtf: As for the new pilot code. That's all well and good but it's not going to be in the next stable release is it?
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on October 02, 2006, 04:55:36 am
So SCP now has two very major high-profile mods that need to use "the Inferno build". There's something wrong there.  :wtf:
I'm still not convinced that the problem is anything short of your tables.  I haven't looked at anything current but you had so much crap in there previously that I'm not at all surprised that you are having issues now, even after the cleanup that I'm sure TP has already done.  I hurried to complete the species code updates for 3.6.9 just for TBP.  I'm not the least bit happy that all I've gotten is **** about it so far.

As for the new pilot code. That's all well and good but it's not going to be in the next stable release is it?
Not until 3.7, perhaps a year away.
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on October 02, 2006, 06:09:55 am
So SCP now has two very major high-profile mods that need to use "the Inferno build". There's something wrong there.  :wtf: As for the new pilot code. That's all well and good but it's not going to be in the next stable release is it?

Inferno builds will work perfectly well in multiplayer now. Like I said the only issue is that you can't mix Inferno build pilots with standard multiplayer ones. But seeing as TBP is a standalone product these days and you shouldn't be coming across standard multiplayer pilot files very often I can't see why that would be a problem.

 I really don't see what the problem with using an Inferno build would be. The only hassle it's likely to cause anyone is for us coders since now we have to make sure that there is an Inferno build of 3.6.9 as well.
Title: Re: 3.6.9 Release Candidate 7
Post by: IPAndrews on October 02, 2006, 06:22:30 am
not at all surprised that you are having issues now, even after the cleanup that I'm sure TP has already done. 

What? You want us to start deleting ships we're actually using now? Hell why don't we delete everything. Then the problem will certainly go away.

I hurried to complete the species code updates for 3.6.9 just for TBP.  I'm not the least bit happy that all I've gotten is **** about it so far.

Not from me you didn't.

Quote
Not until 3.7, perhaps a year away.

TBP won't be in business then.

Look. We'll use "The Inferno build". That said. Pretty please will sugar on top can the Inferno builds actually get built? For example I just downloaded the 3.6.9 RC7 archive and, lo-and-behold, no Inferno build. Also Taylor please try and bare in mind I'm not out on a one man mission to make your life a misery. i'm just trying (operative word) to develop a decent mod for this game engine of yours. I would have thought that was a good thing.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on October 02, 2006, 07:28:09 am
What? You want us to start deleting ships we're actually using now? Hell why don't we delete everything. Then the problem will certainly go away.
:rolleyes:  Of course not.  But some compromises can be made on the subject.  Like I said though, I only have older tbls to go by and I'm not sure exactly how many new ships have been added.  At least in the tbls I have you have numerous EA fighters which differ only in textures, so just have one ship and use texture replacement on those.  There were asteroids which could do the same thing.  I assume that TP has already culled these out however.  With those gone, and with the tbls that I have (from 3.3a), that gives you around 107 or so ships.  I'm not sure how many new ships you've added since then however.

The species updates allow more than 8 species to be in use, that's all the update did.  If support ships for each species are the problem then make a dual species or two in order to cut down on the number of extra ships needed.  This isn't the optimal solution, but it wouldn't require Inferno builds and should hold you over until the new pilot file code is ready (if TBP ever updates again at that point, it would likely stop working in those future builds otherwise).

I hurried to complete the species code updates for 3.6.9 just for TBP.  I'm not the least bit happy that all I've gotten is **** about it so far.

Not from me you didn't.
Not from the code update itself, but as a result of it.  Hence this conversation.  All I've heard about is the problems that using the updated multi species code presents to TBP.  Compromise with the species setup and fix the tables to make it work, use an Inferno build and don't worry about it, wait for the new pilot code, don't use muti species support.  Four possibilities to deal with this, none of them perfect, but those are the choices.

Look. We'll use "The Inferno build". That said. Pretty please will sugar on top can the Inferno builds actually get built? For example I just downloaded the 3.6.9 RC7 archive and, lo-and-behold, no Inferno build. Also Taylor please try and bare in mind I'm not out on a one man mission to make your life a misery. i'm just trying (operative word) to develop a decent mod for this game engine of yours. I would have thought that was a good thing.
It's up to each developer as to whether they make Inferno builds or not.  I don't make Inferno builds.  Not trying to be mean or anything, I don't like making Windows builds in the first place and I don't intend to make any more than I absolutely have to.  It's a pain in the ass for me to make a set of regular builds for Windows users, and making Inferno builds too just doubles that work.  Plus you have to remember that Inferno builds are extra builds, which means that I also have to make them for Linux/32, Linux/64, and OS X, in order for those users to play TBP if you switch to Inferno builds.  This means a total of 8 different builds that I'd have to build, test, and maintain ... which pretty much ensures that I shall never have a life.

I know that you aren't trying to be difficult (that status is reserved for those bastard multi people who refuse to report multi bugs in FSO, but then complain about them :mad2:), and TBP is easily one of my favorite mods.  But I have limited time, I'm only working on stuff that will go into 3.6.9 for now (ie, bug fixes), and after that I'm only working on my new stuff (no bugs, no mod requests, just my own stuff).  With that in mind, and with the new mods that are just starting to make serious progress, plus the fact that TBP is likely dead after 3.4, I have little time and even less patience for dealing with things like this.  I'll happily enjoy playing the next version of TBP, as will many other people, but there is only so much that I'm willing to give any particular mod for the 3.6.9 release, and TBP has hit it's mark already.
Title: Re: 3.6.9 Release Candidate 7
Post by: Prophet on October 02, 2006, 07:54:45 am
TBP is likely dead after 3.4
It won't be dead. The team will just cease making updates. There will be campaigns made and TBP will be played around the world. Possibility exists that new ship will be made. And who knows, maybe JMS manages to resurrect B5 in a grand scale.

You understand the desire to make 3.4 as good and final as possible. All available ship must be released to the fans so that they won't be lost when the team closes the shop.

Currently the ship count is pretty much full 130. Without any goofy clone auroras. Sacrificies cannot be made because of the reasons above, and to maintain backwards compatibility. Inferno build would work, if we only had a new working build.

Inferno builds will work perfectly well in multiplayer now. Like I said the only issue is that you can't mix Inferno build pilots with standard multiplayer ones.
This one is now confused. Why is there a seperate inforno build and a normal one? You can't switch pilots between builds. Ok. What if everyone would start using Inferno builds and dumb the old pilots? Could someone explain this to a stupid finnjävel?
Title: Re: 3.6.9 Release Candidate 7
Post by: Herra Tohtori on October 02, 2006, 08:24:54 am
Perhaps there is some other performance cost from increasing the ship limit? :nervous: I have no idea what it would possibly be, though.
Title: Re: 3.6.9 Release Candidate 7
Post by: IPAndrews on October 02, 2006, 08:29:25 am
:rolleyes:  Of course not.  But some compromises can be made on the subject. 

We did compomise. We've done as much juggling and deleting as we can without hitting campaign and mission designers. Now it's FSOpen's time to compromise. You should dump the old pilot files and move the limit. You have to change the pilot files at some point and now is the appropriate time.

Put a version header on the front of the pilot file so your game engine can recognise a new one. If you're worried about losing old pilot files, firstly... why?, secondly either convert them silently or provide a tool. Does anyone really care about losing a frickin' pilot file?

This means a total of 8 different builds that I'd have to build, test, and maintain ... which pretty much ensures that I shall never have a life.

Well we want you to have a life because we like you. So move the limit and save yourself the Inferno build hassle. You don't have to admit I was right. Just blame it on me nagging you, swear at me, and give in. There's a good chap.
Title: Re: 3.6.9 Release Candidate 7
Post by: IPAndrews on October 02, 2006, 08:31:50 am
Perhaps there is some other performance cost from increasing the ship limit? :nervous: I have no idea what it would possibly be, though.

No he's just worred about getting a headache from people saying "FOpen won't load, it's ****" and "My pilot file won't work. Wah, wah, wah". I don't blame him to be honest but it's well past time to bite the bullet. Tell you what he can forward every email he gets about it to me and I'll take the bullet for him.
Title: Re: 3.6.9 Release Candidate 7
Post by: Prophet on October 02, 2006, 08:34:59 am
Well we want you to have a life because we like you.
Like it or not, that's the way it is. :yes:
Title: Re: 3.6.9 Release Candidate 7
Post by: Goober5000 on October 02, 2006, 08:40:01 am
Yes, there is a cost.  It's not as simple as bumping a limit; it cascades deeply into the multiplayer and pilot code.

I'm looking for a previous post on this because I'm sure taylor has had to explain this before, and I don't want him to burst a blood vessel by explaining it all again.  We need him too much for that. ;)

The Inferno builds (although we should probably switch to calling them "bumped limit builds") are maintained precisely as a temporary solution until we can get the changeover done properly.  I understand your annoyance about not having an Inferno build, though, so I'll try to make one this evening.
Title: Re: 3.6.9 Release Candidate 7
Post by: pecenipicek on October 02, 2006, 09:25:36 am
is it just me or is something borked with multiplayer in RC7?


i cant enter the campaign selection screen and the multiplayer battle room wont open, it says that there is no active campaign. i try to open the the campaign screen, nothing...


also, if i'm not mistaken, the mic test in the options isnt working...
Title: Re: 3.6.9 Release Candidate 7
Post by: Shade on October 02, 2006, 10:06:12 am
Another possible option (though, a somewhat more cumbersome one) for getting around limits would be to split some of the less-used ships for each race into seperate mods, using modular tables to extend the originals instead of replacing them. Then each campaign can select which ship packs they need - up to the limit - and ship the campaign with a nice mod.ini that takes care of all the footwork for the user.

So the playing experience would not change at all, it would give you essentially no limits to worry about and it would allow using the normal builds, but it would require just a little restraint on behalf of campaign authors as they couldn't have every ship for every race in one campaign. Maybe from 80% of the races, but not all. But really, who needs every ship from every race in one campaign? And one can even get around that by having two or more chapters, so as long as they're not all in the same mission it could still work.
Title: Re: 3.6.9 Release Candidate 7
Post by: Prophet on October 02, 2006, 10:18:43 am
I thought about that. But as you said yourself, it's a bit cumbersome. It is a possibility. But if we had something like 50 extra ships, it might be more appealing solution.
Title: Re: 3.6.9 Release Candidate 7
Post by: IPAndrews on October 02, 2006, 10:22:40 am
Inventive but we can do better :).
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on October 02, 2006, 10:51:04 am
is it just me or is something borked with multiplayer in RC7?
Grab http://icculus.org/~taylor/fso/testing/rc7dot8.rar and try it again.  And yeah, the mic thing is probably broken.  Doubt it will be fixed any time soon however, it's just too low on the priority list.


We did compomise. We've done as much juggling and deleting as we can without hitting campaign and mission designers. Now it's FSOpen's time to compromise. You should dump the old pilot files and move the limit. You have to change the pilot files at some point and now is the appropriate time.
We have compromised, the species update got shoved into a closed tree so that you could have it for 3.6.9, probably the last stable release for quite a while.  But I'll be more than happy to remove that code if it's just causing too much trouble for you.

The current ships limit will not be changed.  Period.  So just drop it and move on.

And we are changing the pilot files, and now is NOT the appropriate time to do it.  I've been working on the new pilot file code since last year, and it's still not ready yet.  We aren't talking about a minor upgrade here, it's a total rewrite of pilot file handling, major rewrite of the input code, overhaul of all code which is currently set with any sort of limit.  It will be about as much new/changed code as was committed during all of last year.  And it's likely to take me a full day just to commit the changes, if not longer, when it's time to get them in.
Title: Re: 3.6.9 Release Candidate 7
Post by: IPAndrews on October 02, 2006, 11:33:15 am
Goober your offer to build an up to date Inferno build is very kind. We need it and we'll take it with gratitude. Any chance we could have FRED too?
Title: Re: 3.6.9 Release Candidate 7
Post by: Mobius on October 02, 2006, 11:43:14 am
Goober your offer to build an up to date Inferno build is very kind. We need it and we'll take it with gratitude. Any chance we could have FRED too?

I want it!
Title: Re: 3.6.9 Release Candidate 7
Post by: IPAndrews on October 02, 2006, 11:44:58 am
No ****  :lol:.
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on October 02, 2006, 12:26:03 pm
Hmmm. On taking a look I don't think the Inferno multiplayer changes actually made it into the 3.6.9 branch. They're only in the HEAD branch.

Are you guys actively working on any multiplayer missions? Cause if not I can build you an Inferno build right now. If not I'll have to move the feature over to 3.6.9. If I do that I should probably change the folder that pilots save to like was done with singleplayer pilots.
Title: Re: 3.6.9 Release Candidate 7
Post by: Trivial Psychic on October 02, 2006, 08:44:35 pm
The Inferno builds (although we should probably switch to calling them "bumped limit builds") are maintained precisely as a temporary solution until we can get the changeover done properly.  I understand your annoyance about not having an Inferno build, though, so I'll try to make one this evening.

That would go a long way towards diffusing the point of tension... thanks for the offer Goob.  Its ironic, that for the longest time I continued to download the new Inferno builds, along with the standard ones, that Redmenace was compiling on almost a daily basis.  We often take them for granted, until he disappears for a while and we start complaining about the lack of new builds.  I was downloading the Inferno builds, even though I never actually used them for anything, but now that they have become the life-blood for TBP's continuing efforts to create the most feature-packed, definitive build of all, and the most critical update to this plan (Taylor's introduction of dynamic species code, at my urging) was made AFTER the Inferno build was compiled.

TBP's internal tables currently feature the commenting out of 6 out of the 9 asteroids, as well as 4 of the 7 Aurora types.  I was urged to remove an additional Aurora (the MK1), but like the PSI model, I chose to retain it to reduce the use of the sometimes-cumbersome texture-replacement system, for my ITB conversion work.  These tables are currently setup for 11 species, each with a support ship.  Now, there is potiental to remove one or 2 more ships, though either requiring new SCP features, or with objecttypes.tbl.  Before these however, and including all the new ships planned for release in 3.4, we just barely fit within the 130 ship limit.  Rather than constantly dibilitating ourselves by cutting back and removing more necessary content, I personally support switching to something with a higher ship limit.  Since Taylor has made it clear that the pilot code revision, and subsequently the dynamic limits, are a LONG way off (longer than I'd like, but that's life), Inferno builds seem like the only viable and least stressful alternative, for all involved parties (both TBP and SCP teams).

On a side note, another big thanks to Taylor for following up on my request to look into the code for swarming primaries, and finally fixing it.  Swarming primaries may now target from single-part turrets.  That bug has been plaguing TBP ballance for the better part of a year.
Title: Re: 3.6.9 Release Candidate 7
Post by: Prophet on October 03, 2006, 12:24:57 am
On a side note, another big thanks to Taylor for following up on my request to look into the code for swarming primaries, and finally fixing it.  Swarming primaries may now target from single-part turrets.  That bug has been plaguing TBP ballance for the better part of a year.
Horay! I shall sacrifice some cookies and a flask of vorlon milk for the dark gods so that they shall shower their rewards upon you...
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on October 03, 2006, 04:23:21 am
http://fs2source.warpcore.org/exes/latest/October2006/3._6_9_Inferno_20061002.zip

All 4 Inferno builds for those of you who need them. Like I said multiplayer won't work with these cause the fix isn't in the 3.6.9 branch. If there is a demand for it to be in there it can be fixed.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on October 03, 2006, 04:33:10 am
Like I said multiplayer won't work with these cause the fix isn't in the 3.6.9 branch. If there is a demand for it to be in there it can be fixed.
I'm a little worried about FS2NetD compatiblity with this.  It didn't occur to me until I started working on the new FS2NetD code last week, but it did get me thinking.  Might be something to test out in a controlled environment to make sure it works before adding the code changes to the 3.6.9 branch.  Pilot files are obviously broken/incompatible until the new pilot file code gets here, and you fixed the general networking issues, but I don't think that either one of us actually considered FS2NetD in the compatibilty check for bumped limits.
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on October 03, 2006, 04:37:16 am
That is a point. FS2NetD was down at the time so I had no way to test it. (And I've never had the code to FS2NetD itself so I can't check it against that either).

As for pilot files I was thinking about doing the same thing Singleplayer does. Simply save them elsewhere. That should be a fairly minor pilot file change and it doesn't interfere with what you're doing since it would be obsolete once you're done anyway.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on October 03, 2006, 04:55:33 am
That is a point. FS2NetD was down at the time so I had no way to test it. (And I've never had the code to FS2NetD itself so I can't check it against that either).
I don't actually think that it will be a problem, but I would prefer to know that is wasn't a problem. :)

I'll send you the code if you want it.  The current server side code, and the new client side code that I've been working on (but haven't tested yet).  If we need to change anything to make it compatible then now would be the time to do that.

As for pilot files I was thinking about doing the same thing Singleplayer does. Simply save them elsewhere. That should be a fairly minor pilot file change and it doesn't interfere with what you're doing since it would be obsolete once you're done anyway.
Good idea.  Since I disabled networking in Inferno builds previously, I just never did the location change for multiplayer pilots like I did for single player ones.
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on October 03, 2006, 05:36:08 am
I don't actually think that it will be a problem, but I would prefer to know that is wasn't a problem. :)


I agree. If I can get some time free tonight I'll take a look.

Quote
I'll send you the code if you want it.  The current server side code, and the new client side code that I've been working on (but haven't tested yet).  If we need to change anything to make it compatible then now would be the time to do that.


Agreed. You have my email right?

Quote
Good idea.  Since I disabled networking in Inferno builds previously, I just never did the location change for multiplayer pilots like I did for single player ones.

Only thing I would suggest though is not calling the folder Inferno. :)
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on October 03, 2006, 06:48:55 am
Agreed. You have my email right?
Yep.  I'll send the code your way in a few hours.

Only thing I would suggest though is not calling the folder Inferno. :)
But, they are pilots committed to the firery depths of Hell.  Why wouldn't it be called Inferno? ;)

Seriously, it might be a good idea to change that, though I can't really think of anything else to called it at the moment.
Title: Re: 3.6.9 Release Candidate 7
Post by: IPAndrews on October 03, 2006, 11:39:27 am
All 4 Inferno builds for those of you who need them.

 :yes:
Title: Re: 3.6.9 Release Candidate 7
Post by: Trivial Psychic on October 03, 2006, 08:54:28 pm
Agreed.
Title: Re: 3.6.9 Release Candidate 7
Post by: brandx0 on October 04, 2006, 01:37:58 am
Could someone perhaps explain in a little bit more detail than "They're for those mods" as to the differences between the different builds? (Inferno, etc)
Title: Re: 3.6.9 Release Candidate 7
Post by: Prophet on October 04, 2006, 02:16:34 am
Inferno builds work when you have hordes of ships in your tables. Regural builds do not. That's pretty much it. As far as I know you could play the main campaign with Inferno build (right?). But you couldn't play Inferno campaign (or any other that has more than 130 table entries) without an Inferno build. Then there is some issues about the multiplayer, but I no longer have any idea what that is about. I leave that to the beings from the higher plane. There reason there is a different inferno build is the multiplayer issue.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on October 04, 2006, 03:31:36 am
Could someone perhaps explain in a little bit more detail than "They're for those mods" as to the differences between the different builds? (Inferno, etc)
Inferno builds have to following changes:


Because of the ship and weapon related changes, Inferno builds are not compatible with regular builds.  At one point Inferno builds were not compatible with the networking code, but karajorma has since fixed that.  Though, there are some lingering multiplayer related issues which still need to be worked out.  Pilot files are still not compatible however and you can't use an Inferno pilot with a regular build.

Because of the model related changes the Inferno builds need more base memory than a regular build does and some operations relating to those numbers will be a little slower.  It's currently unknown whether or not the Inferno mod actually needs the 3rd and 4th options any longer.  Basically those bumps are just to cover inefficiencies in mission design or modeling/texturing.  It is quite likely that neither option is needed at this point as other code upgrades, and with more experienced and knowledgeable mission/model makers, has made it possible to do many more things than were available when the Inferno-specific build changes were originally needed.

With the upcoming pilot file code upgrade (slated for the 3.7 FSO release) the 1st and 2nd options will be made dynamic, so there will be no need for special builds if you have a bunch of ships or weapons.  The neworking code will also adapt to handle those changes.  At that point the need for separate storage locations for pilots will not be needed.  However, there will be no upgrade path from Inferno build pilots to the new pilot file format.  Only regular build pilots will be able to upgrade and not lose any progress or settings.  Inferno build pilots will have to be deleted and a new pilot started.

The 4th option will also be made dynamic with a slight graphics/model code upgrade for the 3.7 release.  It is likely that D3D will be officially unusable at that time however, since it is doubtful that anyone will make the required changes to that part of the code to handle the upgrade.  The upgrade is intended to simplify the code, reduce memory usage on the video card, more efficiently handle the video card memory that it does use, and increase rendering performance.
Title: Re: 3.6.9 Release Candidate 7
Post by: IPAndrews on October 04, 2006, 04:03:32 am
Those limits seem much more reasonable across the board. Do you know off the top of your head what the performance hit is? If you don't then it's not a problem.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on October 04, 2006, 04:55:19 am
Those limits seem much more reasonable across the board.
How do you figure?  I can understand the ships and weapons (though they really just need to be dynamic and not have any limit, but we all know that already), but the model related things are just bad.

If you need 300 different POFs loaded at the same time then you have some serious mission design problems.  That would make a mission so memory hungry that almost no one would be able to play it very well.  At one point that might have been more of an issue (like with the duplicate model thing for texture replacement, which is now obsolete), but it's pretty difficult to even use that many now, must less need that many.  But in spite of that, the number of different POFs which can be loaded at once will also end up going dynamic before too much longer.

And the vertex buffers per submodel thing, that just means the Inferno needed 24 textures for each submodel.  That doesn't count glowmaps, specmaps, or anything like that, just the base map.  Even a horribly inefficient model would maybe use 10.  95% of existing models (which aren't absolute crap) would use no more than 3.  And if you follow the efficient model texturing guidelines then you should really only need 1 texture per submodel.

Do you know off the top of your head what the performance hit is?
Not really.  I have never profiled an Inferno build (mainly because I don't use them), but we are probably talking about sub-nanosecond differences.  While a pretty small number by itself, it will add up to something bigger eventually.  For the most part though you would never notice the speed drop.  By the the time that you ended up using that much stuff to be able to profile it the memory usage would be so high and the rendering performance drop so great that it would be practically impossible measure.
Title: Re: 3.6.9 Release Candidate 7
Post by: IPAndrews on October 04, 2006, 05:57:10 am
How do you figure?

"More than you would ever sensibly want to use" sounds good to me.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on October 04, 2006, 06:37:52 am
"More than you would ever sensibly want to use" sounds good to me.
But then it uses more memory and runs slower.  That takes away from actual content, like better sound effects, shaders, new mapping techniques, more complex missions, more detailed ships, cooler weapons, etc.  "Just what you need" is the better phrase since you actually end up getting more out of it.  Who gives a crap about how much it could do when that just limits what you actually can do.  :)
Title: Re: 3.6.9 Release Candidate 7
Post by: IPAndrews on October 04, 2006, 06:39:40 am
Okay I'll settle on "slightly more than a reasonably safe amount more than you need" as running out is such a PITA.  :)

I have enjoyed this conversation.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on October 04, 2006, 07:21:00 am
Okay I'll settle on "slightly more than a reasonably safe amount more than you need" as running out is such a PITA.  :)
That's why we're working so hard to go dynamic for everything though.  Then it will always be "Just what you need", for each individual set of tables or individual mission, and you'll never have to worry about running out.  Well, you'll have to worry about running out of memory, but that's about it.  ;)
Title: Re: 3.6.9 Release Candidate 7
Post by: IPAndrews on October 04, 2006, 07:34:03 am
Good point. You've persuaded me to go back to my original "More than you would ever sensibly want to use".

This has been a good conversation.
Title: Re: 3.6.9 Release Candidate 7
Post by: bizzybody on October 20, 2006, 05:38:13 am

And if for some reason you still don't have them, the MediaVP patches to fixes various graphics issues:
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

Are these still needed for the October 19 updated release of the VP files? (I got temporary access to some really fat broadband yesterday so I decided to grab all the FSO stuff.)
Title: Re: 3.6.9 Release Candidate 7
Post by: Backslash on October 20, 2006, 07:46:54 pm
Reh?!
(scours the FSU forum) :nervous:
WHERE?
Title: Re: 3.6.9 Release Candidate 7
Post by: Herra Tohtori on October 20, 2006, 08:35:13 pm
...October 19 updated release of the VP files?

Indeed??!

What, where and when? :nervous: I haven't noticed any new MediaVP releases.
Title: Re: 3.6.9 Release Candidate 7
Post by: mincemeat on October 20, 2006, 08:43:41 pm
 :confused:

I've just run into an interesting problem.  Been running 3.6.9 RC7 properly for quite a while now.
Just upgraded my computer from 1x 512MB DDR400 to a pack of two Corsair 1GB DDR400 RAM in dual channel mode.  I've stress tested the motherboard and RAM by running some other memory hungry applications, so I think the RAM itself is fine.  But now I can't play for five minutes without getting an Access Violation and dumping back to the desktop.

Please find below the debug error log:

Code: [Select]
fs2_open_3_6_9_debug caused an Access Violation in module fs2_open_3_6_9_debug.exe at 001b:0056f51b.
Exception handler called in FreeSpace 2 Main Thread.
Error occurred at 10/21/2006 14:29:02.
D:\GAMES\FS2\fs2_open_3_6_9_debug.exe, run by User.
1 processor(s), type 586.
2048 MBytes physical memory.
Read from location 00000000 caused an access violation.

Registers:
EAX=00000000 CS=001b EIP=0056f51b EFLGS=00210246
EBX=7ffdf000 SS=0023 ESP=0012ee24 EBP=0012f2e4
ECX=015a7a98 DS=0023 ESI=0012ee24 FS=003b
EDX=00000000 ES=0023 EDI=0012f2e4 GS=0000
Bytes at CS:EIP:
8a 10 85 d2 75 02 eb 9f c7 45 88 00 00 00 00 eb
Stack dump:
0012ee24: 0012f34c 0012f768 7ffdf000 cccccccc cccccccc cccccccc cccccccc cccccccc
0012ee44: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012ee64: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc 00000004 00000001
0012ee84: 00000000 00000000 cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012eea4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012eec4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012eee4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012ef04: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012ef24: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012ef44: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012ef64: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012ef84: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012efa4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012efc4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012efe4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f004: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f024: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f044: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f064: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f084: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f0a4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f0c4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f0e4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f104: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f124: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f144: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f164: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f184: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f1a4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f1c4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f1e4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f204: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f224: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f244: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f264: cccccccc cccccccc cccccccc 038e8aa0 cccccccc cccccccc cccccccc cccccccc
0012f284: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f2a4: 42891e49 cccccccc cccccccc cccccccc cccccc01 cccccc00 cccccc00 00000000
0012f2c4: cccccc00 01261a2c 015a5fb0 00000003 00000003 0395e498 00000000 00000000
0012f2e4: 0012f34c 0056e3c1 0000058a 01261a5c 01261a50 00000040 00000019 0012f3d0
0012f304: 0012f768 7ffdf000 cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f324: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f344: cccccccc cccccccc 0012f3d0 0056e31f 0000058a 01261a5c 01261a50 00000040
0012f364: 00000019 00000001 0012f700 0012f768 7ffdf000 cccccccc cccccccc cccccccc
0012f384: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f3a4: cccccccc cccccccc cccccccc cccccccc cccccccc 00000001 cccccccc 038e9880
0012f3c4: 00000005 0000ae0a 0395e498 0012f700 004e0043 0000058a 01261a5c 01261a50
0012f3e4: 00000040 00000019 ffffffff 00000000 0012f75c 0012f768 7ffdf000 cccccccc
0012f404: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f424: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f444: cccccccc 00000001 cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f464: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f484: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f4a4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f4c4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f4e4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f504: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f524: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f544: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f564: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f584: cccccccc cccccccc cccccccc cccccccc 00000000 0015fb00 0016201e 01261b80
0012f5a4: 3f800000 3f800000 3f800000 3f800000 cccccc01 00000000 00000000 3f800000
0012f5c4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f5e4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f604: cccccccc cccccccc cccccccc cccccccc 00000000 cccccccc 01261ab4 cccccccc
0012f624: 00000040 cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f644: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f664: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f684: cccccccc cccccccc cccccccc 00000000 00000000 00000000 00000000 00000000
0012f6a4: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012f6c4: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012f6e4: 00000000 cccccc00 cccccc00 01868188 00000000 015a5fb0 00000018 0012f75c
0012f704: 004447f0 01261a2c 0012f7e4 0012f768 7ffdf000 cccccccc cccccccc cccccccc
0012f724: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f744: cccccccc cccccccc cccccccc cccccccc cccccccc 00000001 0012f7e4 005ecd0e
0012f764: 01261a2c 0012f84c 0012f7f4 7ffdf000 cccccccc cccccccc cccccccc cccccccc
0012f784: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f7a4: cccccccc cccccccc cccccccc cccccccc 029cddf0 00000009 40728600 c3a6ec0a
0012f7c4: 4505d72a 029cdf30 cccccccc cccccccc 00000000 0000001c 0000001c 012c4a50
0012f7e4: 0012f84c 0040a7b3 00444730 0012f844 0012f928 0012f85c 7ffdf000 cccccccc
0012f804: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f824: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc 00000000
0012f844: cccccc00 00000000 0012f928 0040bde4 0012f8f0 0012f8cc 0012f980 0012fa40
0012f864: 7ffdf000 cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f884: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f8a4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f8c4: cccccccc cccccccc 3f7f8f1a 3caf1858 3d5fcfd2 bcc65aff 3f7f94a4 3d5457ca
0012f8e4: bd5ae812 bd596575 3f7f45d6 c29ae815 440adced 457ec78e 0052df7c 0052df7c
0012f904: 00000000 00000000 00000000 0052df7c 00000000 00000000 cccccccc 0052de76
0012f924: 00000001 0012f980 0040c970 00000000 0012f9d8 0012fa40 7ffdf000 cccccccc
0012f944: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f964: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc 0012f9d8
0012f984: 0040efb7 0012fa38 0012fa40 7ffdf000 cccccccc cccccccc cccccccc cccccccc
0012f9a4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012f9c4: cccccccc cccccccc cccccccc cccccccc 00000001 0012fa38 0054b2b9 00000002
0012f9e4: 0012fab4 0012fa40 7ffdf000 cccccccc cccccccc cccccccc cccccccc cccccccc
0012fa04: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fa24: cccccccc cccccccc cccccccc 00000002 ffffffff 0012fab4 004100a7 0012ff18
0012fa44: 0012fac0 7ffdf000 cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fa64: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fa84: cccccccc cccccccc 00000000 00000020 00000019 7ff7c000 5fef8000 a69aa000
0012faa4: 91aeb000 7ffe0000 735a0000 00000002 0012ff30 00410239 00142398 80000001
0012fac4: 00c9da84 7ffdf000 cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fae4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fb04: cccccccc cccccccc 0012fb1c 475c3a44 53454d41 3253465c 32736600 65706f5f
0012fb24: 5f335f6e 5f395f36 75626564 78652e67 cccc0065 cccccccc cccccccc cccccccc
0012fb44: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fb64: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fb84: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fba4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fbc4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fbe4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fc04: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fc24: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fc44: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fc64: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fc84: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fca4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fcc4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fce4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fd04: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fd24: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fd44: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fd64: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fd84: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fda4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fdc4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fde4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fe04: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fe24: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fe44: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fe64: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fe84: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fea4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fec4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012fee4: cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc cccccccc
0012ff04: cccccccc cccccccc cccccccc 00000000 ffffffff 0012fac0 0012ea48 0012ffb0
0012ff24: 007a9648 0082cfb0 00000000 0012ffc0 007aa006 00400000 00000000 00142398
0012ff44: 00000001 80000001 00c9da84 7ffdf000 00000001 00000008 00142398 ae04fc4c
0012ff64: 00000044 00144fe8 00143840 00144ff8 00000000 00000000 00000000 00000000
0012ff84: 00000000 00000000 00000000 00000401 00000001 00000000 00000000 00010001
0012ffa4: 00000000 0012ff48 8a6a604c 0012ffe0 007a9648 0089fae8 00000000 0012fff0
0012ffc4: 7c816fd7 80000001 00c9da84 7ffdf000 8054a938 0012ffc8 88349818 ffffffff
0012ffe4: 7c839aa8 7c816fe0 00000000 00000000 00000000 007a9ee0 00000000

Module list: names, addresses, sizes, time stamps and file times:
D:\GAMES\FS2\fs2_open_3_6_9_debug.exe, loaded at 0x00400000 - 8456188 bytes - 44f4b137 - file date is 8/29/2006 18:27:28
C:\WINDOWS\System32\l3codecx.ax, loaded at 0x03070000 - 83456 bytes - 35e152a5 - file date is 12/12/2002 01:14:32
C:\INTERNET\FIREWALL\Comodo\Firewall\appguard.dll, loaded at 0x0b0e0000 - 204800 bytes - 44ffd56e - file date is 9/20/2006 19:49:48
C:\WINDOWS\system32\ctagent.dll, loaded at 0x0b570000 - 61440 bytes - 3dc73578 - file date is 11/5/2002 12:05:30
C:\WINDOWS\system32\wrap_oal.dll, loaded at 0x0ba90000 - 413696 bytes - 44b6c3e5 - file date is 9/24/2006 00:36:28
C:\WINDOWS\system32\DVobSub.ax, loaded at 0x0ff80000 - 249856 bytes - 3df6f52f - file date is 12/11/2002 21:20:00
C:\WINDOWS\system32\OpenAL32.dll, loaded at 0x10000000 - 86016 bytes - 43cc4464 - file date is 9/24/2006 00:36:28
C:\WINDOWS\system32\vobsub.dll, loaded at 0x18220000 - 368640 bytes - 3df6f514 - file date is 12/11/2002 21:19:34
C:\WINDOWS\system32\divxdec.ax, loaded at 0x1c400000 - 565248 bytes - 41268b23 - file date is 9/2/2004 04:48:52
C:\WINDOWS\system32\NETAPI32.dll, loaded at 0x5b860000 - 332288 bytes - 44b7b8db - file date is 7/15/2006 04:31:40
C:\WINDOWS\system32\COMCTL32.dll, loaded at 0x5d090000 - 611328 bytes - 411096af - file date is 8/4/2004 01:56:42
C:\WINDOWS\system32\perfos.dll, loaded at 0x5e760000 - 25088 bytes - 411096b3 - file date is 8/4/2004 01:56:46
C:\WINDOWS\system32\OPENGL32.dll, loaded at 0x5ed00000 - 713728 bytes - 411096f8 - file date is 8/4/2004 01:56:46
C:\WINDOWS\system32\OLEPRO32.DLL, loaded at 0x5edd0000 - 83456 bytes - 411096f7 - file date is 8/4/2004 01:56:46
C:\WINDOWS\system32\mslbui.dll, loaded at 0x605d0000 - 25088 bytes - 4110972f - file date is 8/4/2004 01:56:44
C:\WINDOWS\system32\LPK.DLL, loaded at 0x629c0000 - 22016 bytes - 411096aa - file date is 8/4/2004 01:56:44
C:\WINDOWS\system32\hnetcfg.dll, loaded at 0x662b0000 - 344064 bytes - 411096a0 - file date is 8/4/2004 01:56:44
C:\WINDOWS\system32\HID.DLL, loaded at 0x688f0000 - 20992 bytes - 4110969c - file date is 8/4/2004 01:56:44
C:\WINDOWS\system32\GLU32.dll, loaded at 0x68b20000 - 122880 bytes - 41109697 - file date is 8/4/2004 01:56:44
C:\WINDOWS\system32\atioglxx.dll, loaded at 0x69000000 - 4857856 bytes - 42c21304 - file date is 6/29/2005 16:18:36
C:\Program Files\Common Files\Microsoft Shared\Speech\sapi.dll, loaded at 0x6d6e0000 - 741376 bytes - 411096b0 - file date is 8/4/2004 01:56:46
C:\WINDOWS\system32\d3d8thk.dll, loaded at 0x6d990000 - 8192 bytes - 41109692 - file date is 8/4/2004 01:56:42
C:\WINDOWS\system32\d3d8.dll, loaded at 0x6d9a0000 - 1179648 bytes - 41109692 - file date is 8/4/2004 01:56:42
C:\WINDOWS\system32\mswsock.dll, loaded at 0x71a50000 - 245248 bytes - 41109758 - file date is 8/4/2004 01:56:46
C:\WINDOWS\System32\wshtcpip.dll, loaded at 0x71a90000 - 19968 bytes - 411096fd - file date is 8/4/2004 01:56:48
C:\WINDOWS\system32\WS2HELP.dll, loaded at 0x71aa0000 - 19968 bytes - 411096f3 - file date is 8/4/2004 01:56:48
C:\WINDOWS\system32\WS2_32.dll, loaded at 0x71ab0000 - 82944 bytes - 411096f2 - file date is 8/4/2004 01:56:48
C:\WINDOWS\system32\WSOCK32.dll, loaded at 0x71ad0000 - 22528 bytes - 411096ff - file date is 8/4/2004 01:56:48
C:\WINDOWS\system32\DINPUT.dll, loaded at 0x72280000 - 159232 bytes - 411096af - file date is 8/4/2004 01:56:44
C:\WINDOWS\system32\MFC42u.DLL, loaded at 0x72830000 - 1024000 bytes - 411096a6 - file date is 8/4/2004 01:56:44
C:\WINDOWS\system32\msacm32.drv, loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 8/24/2001 01:00:00
C:\WINDOWS\system32\wdmaud.drv, loaded at 0x72d20000 - 23552 bytes - 411096c6 - file date is 8/4/2004 01:56:58
C:\WINDOWS\system32\msdmo.dll, loaded at 0x736b0000 - 14336 bytes - 41109701 - file date is 8/4/2004 01:56:44
C:\WINDOWS\system32\DDRAW.dll, loaded at 0x73760000 - 266240 bytes - 411096a0 - file date is 8/4/2004 01:56:44
C:\WINDOWS\system32\D3DIM700.DLL, loaded at 0x73940000 - 825344 bytes - 41109694 - file date is 8/4/2004 01:56:42
C:\WINDOWS\system32\DCIMAN32.dll, loaded at 0x73bc0000 - 8704 bytes - 4110969f - file date is 8/4/2004 01:56:44
C:\WINDOWS\system32\KsUser.dll, loaded at 0x73ee0000 - 4096 bytes - 411096ad - file date is 8/4/2004 01:56:44
C:\WINDOWS\system32\DSOUND.dll, loaded at 0x73f10000 - 367616 bytes - 411096d4 - file date is 8/4/2004 01:56:44
C:\WINDOWS\system32\MSCTF.dll, loaded at 0x74720000 - 294400 bytes - 411096ea - file date is 8/4/2004 01:56:44
C:\WINDOWS\system32\Quartz.dll, loaded at 0x74810000 - 1287168 bytes - 4313d872 - file date is 8/30/2005 16:54:26
C:\WINDOWS\system32\USP10.dll, loaded at 0x74d90000 - 406528 bytes - 411096ba - file date is 8/4/2004 01:56:48
C:\WINDOWS\system32\msctfime.ime, loaded at 0x755c0000 - 177152 bytes - 411096eb - file date is 8/4/2004 01:56:14
C:\WINDOWS\System32\devenum.dll, loaded at 0x75f40000 - 59904 bytes - 411096a6 - file date is 8/4/2004 01:56:44
C:\WINDOWS\system32\IMM32.DLL, loaded at 0x76390000 - 110080 bytes - 411096ae - file date is 8/4/2004 01:56:44
C:\WINDOWS\system32\SHFOLDER.dll, loaded at 0x76780000 - 25088 bytes - 411096b8 - file date is 8/4/2004 01:56:46
C:\WINDOWS\system32\ATL.DLL, loaded at 0x76b20000 - 58880 bytes - 411096c7 - file date is 8/4/2004 01:56:42
C:\WINDOWS\system32\WINMM.dll, loaded at 0x76b40000 - 176128 bytes - 411096d6 - file date is 8/4/2004 01:56:48
C:\WINDOWS\system32\WINTRUST.dll, loaded at 0x76c30000 - 176640 bytes - 411096b9 - file date is 8/4/2004 01:56:48
C:\WINDOWS\system32\IMAGEHLP.dll, loaded at 0x76c90000 - 144384 bytes - 411096a9 - file date is 8/4/2004 01:56:44
C:\WINDOWS\system32\iphlpapi.dll, loaded at 0x76d60000 - 94720 bytes - 446dc13d - file date is 5/20/2006 01:59:42
C:\WINDOWS\system32\rtutils.dll, loaded at 0x76e80000 - 44032 bytes - 411096b4 - file date is 8/4/2004 01:56:46
C:\WINDOWS\system32\rasman.dll, loaded at 0x76e90000 - 61440 bytes - 411096ad - file date is 8/4/2004 01:56:46
C:\WINDOWS\system32\TAPI32.dll, loaded at 0x76eb0000 - 181760 bytes - 411096b6 - file date is 8/4/2004 01:56:48
C:\WINDOWS\system32\rasapi32.dll, loaded at 0x76ee0000 - 236544 bytes - 411096a9 - file date is 8/4/2004 01:56:46
C:\WINDOWS\system32\CLBCATQ.DLL, loaded at 0x76fd0000 - 498688 bytes - 42e5be90 - file date is 7/26/2005 17:39:44
C:\WINDOWS\system32\COMRes.dll, loaded at 0x77050000 - 792064 bytes - 411096b4 - file date is 8/4/2004 01:56:42
C:\WINDOWS\system32\OLEAUT32.dll, loaded at 0x77120000 - 553472 bytes - 411096f3 - file date is 8/4/2004 01:56:46
C:\WINDOWS\system32\WININET.dll, loaded at 0x771b0000 - 658944 bytes - 449bca5b - file date is 6/24/2006 00:02:52
C:\WINDOWS\system32\urlmon.dll, loaded at 0x77260000 - 613888 bytes - 44c68023 - file date is 7/26/2006 09:33:40
C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.2180_x-ww_a84f1ff9\comctl32.dll, loaded at 0x773d0000 - 1050624 bytes - 4110968c - file date is 8/4/2004 01:57:02
C:\WINDOWS\system32\ole32.dll, loaded at 0x774e0000 - 1285120 bytes - 42e5be93 - file date is 7/26/2005 17:39:48
C:\WINDOWS\system32\SETUPAPI.DLL, loaded at 0x77920000 - 983552 bytes - 411096b0 - file date is 8/4/2004 01:56:46
C:\WINDOWS\system32\CRYPT32.dll, loaded at 0x77a80000 - 597504 bytes - 41109691 - file date is 8/4/2004 01:56:42
C:\WINDOWS\system32\MSASN1.dll, loaded at 0x77b20000 - 57344 bytes - 411096e3 - file date is 8/4/2004 01:56:44
C:\WINDOWS\system32\midimap.dll, loaded at 0x77bd0000 - 18944 bytes - 411096a9 - file date is 8/4/2004 01:56:44
C:\WINDOWS\system32\MSACM32.dll, loaded at 0x77be0000 - 71680 bytes - 411096cf - file date is 8/4/2004 01:56:44
C:\WINDOWS\system32\VERSION.dll, loaded at 0x77c00000 - 18944 bytes - 411096b7 - file date is 8/4/2004 01:56:48
C:\WINDOWS\system32\msvcrt.dll, loaded at 0x77c10000 - 343040 bytes - 41109752 - file date is 8/4/2004 01:56:44
C:\WINDOWS\system32\msv1_0.dll, loaded at 0x77c70000 - 129536 bytes - 4110974f - file date is 8/4/2004 01:56:44
C:\WINDOWS\system32\USER32.dll, loaded at 0x77d40000 - 577024 bytes - 42260159 - file date is 3/3/2005 07:09:30
C:\WINDOWS\system32\ADVAPI32.dll, loaded at 0x77dd0000 - 616960 bytes - 411096a7 - file date is 8/4/2004 01:56:42
C:\WINDOWS\system32\RPCRT4.dll, loaded at 0x77e70000 - 581120 bytes - 411096ae - file date is 8/4/2004 01:56:46
C:\WINDOWS\system32\GDI32.dll, loaded at 0x77f10000 - 280064 bytes - 43b34feb - file date is 12/29/2005 15:54:36
C:\WINDOWS\system32\SHLWAPI.dll, loaded at 0x77f60000 - 474112 bytes - 449bca5b - file date is 6/24/2006 00:02:52
C:\WINDOWS\system32\secur32.dll, loaded at 0x77fe0000 - 55808 bytes - 411096c1 - file date is 8/4/2004 01:56:46
C:\WINDOWS\system32\kernel32.dll, loaded at 0x7c800000 - 984064 bytes - 44ab9a84 - file date is 7/5/2006 23:55:02
C:\WINDOWS\system32\ntdll.dll, loaded at 0x7c900000 - 708096 bytes - 411096b4 - file date is 8/4/2004 01:56:38
C:\WINDOWS\system32\SHELL32.dll, loaded at 0x7c9c0000 - 8453632 bytes - 44b64ba4 - file date is 7/14/2006 02:33:28

I'm hoping that there is something blinding obvious that I have to do.

Any comments will be greatly appreciated, thanks!
Title: Re: 3.6.9 Release Candidate 7
Post by: Herra Tohtori on October 20, 2006, 09:03:47 pm
I am not a coder, but isn't the "Read from location 00000000 caused an access violation" refer to a null pointer assignment or something like that?

Obviously oneof the modules used by the program causes this error. Which one it is, I haven't got a hitch.


But I have a vague idea what *might* be a reason... although I could also be completely wrong.

What if one (or many) of the modules haven't realized that the system memory has been changed and don't understand memory locations going over 512 kB, or something like that? And when other modules start using the locations over 512 kb limit and start sending that information to faulty module, it doesn't understand the locations, and perhaps converts them to 00000000 or something like that.

Remember that I'm just guessing here. But I would try to re-install graphics drivers, sound card drivers, things like that... there might be for example some obsolete registry entry that causes some module to presume wrong amount of memory or whatever. :blah:

I'm sure someone will shortly come and tell what the problem really is... ;7
Title: Re: 3.6.9 Release Candidate 7
Post by: Turey on October 21, 2006, 09:51:50 am
Next time you post an error log, use fs.log instead of the debug log. it works better.


I think there was a problem with using FreeSpace Open on a system with TOO much RAM. Whether the problems started at 2 gig or 4 gig, i can't recall.

Taylor probably knows what's wrong.
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on October 21, 2006, 10:45:06 am
It was at 4gig and it shouldn't cause crashes any more.

The fs.log is the things we need most here. Although in this case the first five lines of the errorlog.txt were also useful in telling us what to look for.
Title: Re: 3.6.9 Release Candidate 7
Post by: Mobius on October 21, 2006, 12:35:58 pm
Is there any way to solve that FRED problem? It must be connected to RC7.
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on October 21, 2006, 03:05:56 pm
Which FRED problem?
Title: Re: 3.6.9 Release Candidate 7
Post by: mincemeat on October 21, 2006, 08:12:58 pm
It was at 4gig and it shouldn't cause crashes any more.

The fs.log is the things we need most here. Although in this case the first five lines of the errorlog.txt were also useful in telling us what to look for.

Thanks for the heads up.  Strange thing is that I can't reproduce that problem anymore.
I've downloaded the latest CVS build, and configured the launcher to use that executable instead.  I managed to finish that mission (with significant loss of framerate), and on a whim changed the executable back to RC7.  It's worked ever since.

Is it possible that some sort of file cache was corrupted and was subsequently cleared out by changing exes?
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on October 22, 2006, 06:27:22 am
It's possible that the crash was caused by something like a corrupt IBX file which was regnerated when you ran the other build but it's more likely that this is just one of those Mysteries of Windows  :D
Title: Re: 3.6.9 Release Candidate 7
Post by: ARSPR on October 30, 2006, 01:18:41 pm
Hi, I think the next issue is known so I'm posting before Mantising, (I think I remember reading about it in RC threads).

FSOpen and Windows XP crash to the typical blue screen for critical errors just before the PC resets itself if you Alt-Tab outside the game and then you try to reenter it. It happens if the game is in full screen mode. As the PC quickly resets itself I cannot read the blue screen cos the monitor takes a while to change resolutions.

I'm using RC7.9 in OGL mode. My GPU is nVidia 7800GS (AGP).

Do I mantis it?
Title: Re: 3.6.9 Release Candidate 7
Post by: Herra Tohtori on October 30, 2006, 03:14:04 pm
To anyone it may concern, 3.6.9 RC 7.9 suffers FPS drops at any particle effects, much more than 7.8. Obviously that's on my PC, dunno about others but the difference between 7.8 and 7.9 is clear on this end - for the worse.

7.8 works rather fine, thoug. Some minor bugs there be, like ships appearing completely before they have emerged from the subspace vortex, but they don't really matter.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on October 30, 2006, 03:42:13 pm
To anyone it may concern, 3.6.9 RC 7.9 suffers FPS drops at any particle effects, much more than 7.8. Obviously that's on my PC, dunno about others but the difference between 7.8 and 7.9 is clear on this end - for the worse.
There were no particle related changes between 7dot8 and 7dot9.  Mainly just a few bug fixes and new subobject animation code are in 7dot9.  Primarily it's just a base test for the new multiplayer code (which will be in 7dot9m).

If anything, general performance should have increased 2-3%.

7.8 works rather fine, thoug. Some minor bugs there be, like ships appearing completely before they have emerged from the subspace vortex, but they don't really matter.
Which is a model bug, nothing we can/will do about that in code.
Title: Re: 3.6.9 Release Candidate 7
Post by: Silver83 on October 30, 2006, 06:03:03 pm
Hi...I'm new to the project so I hope I don't ask stupid questions.

With version 3.6.9 cutsenes don't play fullscreen when using Direct3D. Switching to OpenGL solves the problem but then the game looks worse.

Any ideas?

I didn't have the problem with 3.9.7...


Title: Re: 3.6.9 Release Candidate 7
Post by: Goober5000 on October 30, 2006, 06:32:08 pm
:welcome:

D3D hasn't been supported for over a year.  Unless we get some D3D programmers, it will most likely be removed in the near future.  OpenGL is the way to go.

What about OGL looks worse?

And what do you mean by 3.9.7?
Title: Re: 3.6.9 Release Candidate 7
Post by: Silver83 on October 30, 2006, 06:41:55 pm
Ooops....I meant 3.6.7. In this version everthing worked finde with the FMVs.


Problem with OpenGL? Hmmm....it seems that some "lighting effects" have changed. For example the turbines of the spaceships don't generate the big blue effects... just small ones.


but, perhaps it just looks different to the Direct3D version and it's normal...
Title: Re: 3.6.9 Release Candidate 7
Post by: ARSPR on October 31, 2006, 01:56:12 pm
This one goes to Taylor:

I've noticed with RC7.9 running in a window (OGL mode), that it changes the full desktop gamma. Nevertheless when you exit the game you recover your normal setting. (Example, for me FS2 is too dark so I've got a gamma value of 1.15, then my desktop is clearer while running the game).

Is this the expected behaviour after solving Mantis 1034 (http://scp.indiegames.us/mantis/view.php?id=1034)?
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on October 31, 2006, 02:20:37 pm
I've noticed with RC7.9 running in a window (OGL mode), that it changes the full desktop gamma. Nevertheless when you exit the game you recover your normal setting. (Example, for me FS2 is too dark so I've got a gamma value of 1.15, then my desktop is clearer while running the game).
Umm, so what exactly is the problem?

When running it in a window, when you don't use the -no_set_gamma option, it will change the gamma of the whole desktop.  When you exit it should restore the gamma to the original value (the gamma setting of the desktop before you started the game).  If that is all that you see then it's normal behavior.  It's also why I tend to run with -no_set_gamma when I run in a window myself, just so it doesn't mess with the rest of my desktop.  I'm not aware of a method to adjust the gamma like we do and have it only affect a single window though, it's a desktop wide change.
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on October 31, 2006, 03:25:48 pm
I've always found that the first time I exit FS2_Open it resets the gamma to the windows default on exit not my specified gamma for the desktop. After that any subsequent runnings work perfectly until I reboot.

But seeing as pretty much most of the games I have do that I just learned to live with it.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on October 31, 2006, 07:20:18 pm
I've always found that the first time I exit FS2_Open it resets the gamma to the windows default on exit not my specified gamma for the desktop. After that any subsequent runnings work perfectly until I reboot.
I think that it all depends on how the gamma is setup for the desktop.  The game can only reference what Windows has listed for the gamma, which it saves on startup and then restores on exit.  If the gamma is setup via a video card control panel or something, and doesn't go through the normal Windows gamma ramp setup, then the game doesn't get access to those settings.
Title: Re: 3.6.9 Release Candidate 7
Post by: ARSPR on November 01, 2006, 02:14:45 am

Umm, so what exactly is the problem?


No problem at all. I just wanted to confirm this was how you coded it. So it wasn't another bug, but just an unavoidable crosseffect. :yes:
Title: Re: 3.6.9 Release Candidate 7
Post by: TL on November 01, 2006, 04:24:51 pm
Hey all...

Been playing the retail missions with rc7dot9 and the mediavps, it's been going great until Mission 13, the one that starts with you protecting the Oberon... it seems nothing happens after the fighters and bombers warp in, the Corvette never warps in... the game is just stuck at that point.

I swear I read something about this earlier but search after search yields no result. Any idea if it's related to this build?

Edit: If it ISN'T caused by this build, let me know and I'll make a new thread. If there is a thread somewhere else that discusses this that I couldn't find, kindly point me there. Thanks :)

Edit 2: The 3.6.9RC7 listed in the first post DOES work - just not the 3.6.7RC7dot9.
Title: Re: 3.6.9 Release Candidate 7
Post by: ARSPR on November 02, 2006, 02:17:58 pm
Hey all...

Been playing the retail missions with rc7dot9 and the mediavps, it's been going great until Mission 13, the one that starts with you protecting the Oberon... it seems nothing happens after the fighters and bombers warp in, the Corvette never warps in... the game is just stuck at that point.

I swear I read something about this earlier but search after search yields no result. Any idea if it's related to this build?

Edit: If it ISN'T caused by this build, let me know and I'll make a new thread. If there is a thread somewhere else that discusses this that I couldn't find, kindly point me there. Thanks :)

Edit 2: The 3.6.9RC7 listed in the first post DOES work - just not the 3.6.7RC7dot9.


First of all:

:welcome:


Now you are fried, we can start talking... ;)

You've just discovered a bug and it seems a very recent one... So please Mantis it (http://scp.indiegames.us/mantis/login_page.php) cause it is a major issue.

More info about this bug. I've opened "Proving grounds" (SM2-03.fs2) with FRED and there's a set of chained events. I think the problem is in Delta wing Departure. It is triggered by:

Code: [Select]
$Departure Cue: ( is-event-true-delay "Abort" 5 )
But they just stay still. As the event "Beta Departs" (although the wing name is Delta) depends on it, the mission fails.

I can confirm that RC7 works.



EDITED -------------------------------------------------------------------

Do not Mantis it. It seems the same issue as my recently posted bug Mantis 1133 (http://scp.indiegames.us/mantis/view.php?id=1133). I'm updating this info to that bug. Wait till Goober, Taylor or any other SCP guy says something about it.
Title: Re: 3.6.9 Release Candidate 7
Post by: TL on November 02, 2006, 07:02:34 pm
More info about this bug. I've opened "Proving grounds" (SM2-03.fs2) with FRED and there's a set of chained events. I think the problem is in Delta wing Departure. It is triggered by:

Code: [Select]
$Departure Cue: ( is-event-true-delay "Abort" 5 )
But they just stay still. As the event "Beta Departs" (although the wing name is Delta) depends on it, the mission fails.

I can confirm that RC7 works.

EDITED -------------------------------------------------------------------

Do not Mantis it. It seems the same issue as my recently posted bug Mantis 1133 (http://scp.indiegames.us/mantis/view.php?id=1133). I'm updating this info to that bug. Wait till Goober, Taylor or any other SCP guy says something about it.

Hey.

Thanks for pointing me to the bug report. You say in the report it works in RC7dot8 - so was it introduced in RC7dot9?

I'm just glad RC7 worked so I could get past the mission. :) I'll keep watching your bug report out of curiosity. I was wondering why Delta was staying still... Thanks.
Title: Re: 3.6.9 Release Candidate 7
Post by: Riotta on November 04, 2006, 10:16:23 am
Hello, I wonder if there is a possibility to compile this sourcecode under Linux with support for first Freespace or it only support Freespace 2 or maybe the binaries are universal and only data matters?

Regards
Title: Re: 3.6.9 Release Candidate 7
Post by: Goober5000 on November 04, 2006, 10:23:09 am
FreeSpace 1 missions can be played in FreeSpace 2 using the FSPort (http://fsport.hard-light.net/).

If you're looking for a Linux build that plays FreeSpace 1, try here (http://icculus.org/~taylor/freespace/).
Title: Re: 3.6.9 Release Candidate 7
Post by: asyikarea51 on November 05, 2006, 04:59:54 am
Odd as it seems, I think the game actually goes faster on my side when I ran RC7.9 over RC7. I've never tried RC7.8 (I should have it somewhere on my HDD).

Not using adveffects though. I'm aware of the AI docking bug in 7.9, but I'm not going to go back to RC7 because 7.9 appears to fix the camera crash bug that's been plaguing me as of late (I think Kara knows what I'm talking about).
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on November 06, 2006, 01:14:49 am
Just a quick FYI,  the rc7dot9 build will be updated shortly to be current 3_6_9 CVS and have most/all of the recent AI issues fixed.  The link will be the same (in which ever thread/post I actually posted it) so just re-download to get the fixes.

But wait at least a hour from when I made this post before attempting to download (I've got a quite a few series of builds to do and this updated set is last).
Title: Re: 3.6.9 Release Candidate 7
Post by: Tolwyn on November 08, 2006, 03:52:08 pm
I've been wondering if the new build will fix the turret animation code on cap ships as well? :) In RC7dot9 they do not rotate properly :(
Title: Re: 3.6.9 Release Candidate 7
Post by: Turambar on November 16, 2006, 11:25:03 am
using snd_preload crashes btrl for some reason

no specific error, just the standard windows CTD
turning it off fixes the problem, bud would you like me to run a debug build and get some detailed info for ya?
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on November 16, 2006, 11:48:39 am
using snd_preload crashes btrl for some reason

no specific error, just the standard windows CTD
turning it off fixes the problem, bud would you like me to run a debug build and get some detailed info for ya?
I had this once too, but it turned out to be a corrupted OGG file and a delete and redownload fixed it.  I never did bother to figure out the actual file(s) that caused the problem though.  Not sure if that is the problem here though, there could just be an OGG file which is valid but the game has trouble loading.

Running a debug build to see if it gives any additional info would be helpful, so don't let me stop you from doing that. :)


I've been wondering if the new build will fix the turret animation code on cap ships as well? :) In RC7dot9 they do not rotate properly :(
I've seen this mentioned before, but haven't really had a chance to look into what the actual problem is.  So, can you elaborate a little on how it's broken compared to older builds?  I did make changes, but they should have done nothing except for when you make use of a new subsystem flag.  If something is affecting turrets in general then it's a bug that I need to be able to test and fix (this weekend at the latest).
Title: Re: 3.6.9 Release Candidate 7
Post by: Tolwyn on November 16, 2006, 04:55:33 pm
I've been wondering if the new build will fix the turret animation code on cap ships as well? :) In RC7dot9 they do not rotate properly :(
I've seen this mentioned before, but haven't really had a chance to look into what the actual problem is.  So, can you elaborate a little on how it's broken compared to older builds?  I did make changes, but they should have done nothing except for when you make use of a new subsystem flag.  If something is affecting turrets in general then it's a bug that I need to be able to test and fix (this weekend at the latest).

I've been told that turrets aren't moving on all capships, I never looked into this issue properly, Starman did though. He can surely explain it better :)
Title: Re: 3.6.9 Release Candidate 7
Post by: Tolwyn on November 19, 2006, 08:59:27 am
And another very ... weird issue:

on some GPUs there are issues rendering the asteroid field. Asteroids will pop up in a certain distance (Geforce 6800), cause severe slow downs (Geforce 6200), render only the lowest lod (Intel 845 shared memory/asteroid field worked before) and then vanish completely (i.e. they are not invisible, they are no longer in the mission's area)
Title: Re: 3.6.9 Release Candidate 7
Post by: Starman01 on November 19, 2006, 09:19:36 am
I noticed similar slowdowns, but not only in the asteroid field. Sometimes it happens when shinemaps will be visible, and sometimes even when I fire the weapons into empty space. Sometimes a reboot fix that though, reminds me of the old memory leak.

As for the turrets, I will first it again with the newest exe posted here in the first post. But they seem to have a problem with facing the enemy. Sometimes they rotate , but they seem to be able now to fire on their backside without rotating the arms to that vicinity.
Title: Re: 3.6.9 Release Candidate 7
Post by: kmunoz on November 19, 2006, 09:51:05 pm
- Mac OS X (Universal Binary) (http://fs2source.warpcore.org/exes/osx/FS2_Open-3.6.9-RC7.dmg)

Don't mean to sound like a prick here but could this info possibly be moved or copied to the Cross-Platform Development topic, as well as notices of all future non-Windows builds? I just now discovered that there have been 3 Mac OS X builds since the build I last downloaded, including this one... and AFAIK there was no notification in the other topic (where I expected to find it) and the server and directory where the builds are now being deposited has changed since may (again, without any notification that I could find). I'm not ungrateful for all the work, and I know you all have more important things to do than pretty up the website organization for us non-coder Mac types unused to the culture of CVS, but finding this stuff is sometimes needle-in-a-haystack-like.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on November 19, 2006, 11:25:23 pm
I'm not ungrateful for all the work, and I know you all have more important things to do than pretty up the website organization for us non-coder Mac types unused to the culture of CVS, but finding this stuff is sometimes needle-in-a-haystack-like.
And that's why I moved everything to the same basic places as the Windows builds, so that everyone just has to look in the same place for new builds.  It's also a little bit easier for me to keep up with that way.  Complaint noted though, and I'll sticky a topic in cross-platform dev for keeping track of all future stable and unstable builds that are made.  I probably should have just done that in the first place. :)

I do typically announce every build on the IMG forums and Mac Forums as well.  The FreeSpace2 threads on those two forums seem to be rather popular and I've gotten a lot of great feedback from all of them.  The OS X builds came a long base because of their help.

Oh, and I started moving/keeping some builds to the warpcore server (where all of the Windows builds are kept) since I don't like taking up disk space on icculus.org for things that aren't icculus.org related.  I'll keep putting major releases on icculus.org, as well as warpcore, but with everything on warpcore I'll be more comfortable keeping older builds available rather than erasing them on a regular basis like I do on icculus.org.  I think that icculus might be happier that way too. ;)
Title: Re: 3.6.9 Release Candidate 7
Post by: ARSPR on November 20, 2006, 11:08:01 am
One bug I feel you already know. So I'm posting it instead of mantising.

If you set time compression to something higher than 8x, the game starts loosing accuracy. I mean, ships do not follow their exact waypaths, beams miss their supposed targets and so on.
Title: Re: 3.6.9 Release Candidate 7
Post by: kmunoz on November 21, 2006, 07:26:24 am
I'm not ungrateful for all the work, and I know you all have more important things to do than pretty up the website organization for us non-coder Mac types unused to the culture of CVS, but finding this stuff is sometimes needle-in-a-haystack-like.
And that's why I moved everything to the same basic places as the Windows builds, so that everyone just has to look in the same place for new builds...

I do typically announce every build on the IMG forums and Mac Forums as well.  The FreeSpace2 threads on those two forums seem to be rather popular and I've gotten a lot of great feedback from all of them.  The OS X builds came a long base because of their help...

Ah, I didn't realize you were posting on the other forums - I've never been to them. But now I'll keep an eye on those discussions, too, since the Mac-specific info will be easier to locate. One of the interesting oddities of forum-based volunteer game development websites that I encounter frequently is an allergy to maintaining a page on which the versions and release dates (and links) for all current files (including CVS builds) are prominently organized and displayed. This isn't a complaint - just an observation. I notice the same thing over at the Europa Universalis II forums, Hearts of Iron II forums and the Babylon 5 Wars tabletop game forums, among others.

And then it's times like these I wish I had any talents useful to the project. But unless someone decides to make a Freespace 2 conversion for Greco-Roman religion and culture and needs a consultant, I'll have to continue to be a passive observer only.
Title: Re: 3.6.9 Release Candidate 7
Post by: ARSPR on November 21, 2006, 12:06:33 pm
And then it's times like these I wish I had any talents useful to the project. But unless someone decides to make a Freespace 2 conversion for Greco-Roman religion and culture and needs a consultant, I'll have to continue to be a passive observer only.

Hey, you can be the Bible for Terran ship class names. If you also know about Ancient Egypt, Vasudan team will love you.  :lol:
Title: Re: 3.6.9 Release Candidate 7
Post by: ShivanSpS on November 25, 2006, 02:14:39 pm
The RC7dot9 breaks some retail missions, like in the Pegasus test, when the Shivans attacks Delta will NEVER change their order of "Attack Oberon", so their NEVER dock to the Aquitane, and nothing happends.

And when a fighter is launched from a hangar their will NEVER get out unless you give then an order... their just sit there inside the hangar xD!...

And i need a fix to the red alert bug, try this...

End of Mission 1:

-Cruiser 1 on fly, on escort list, 90% hull
-Frieghter A 70% docks to Player 80% hull ->send red alert

Mission 2: Seted in fred to Cruiser 1, Freighter A, and player to 100% hull, player docked to freighter A.

-Cruiser 1 on fly... BUT ONLY THE NAME APEAR ON THE ESCORT LIST! and its at 100%, the ship is not ingame... the name is on escort list, but you cant target it, and you cant see it either.
-Freighter A... same as Cruiser 1.
-Player: Apears on fly and 80% hull.
Title: Re: 3.6.9 Release Candidate 7
Post by: CP5670 on November 25, 2006, 10:29:53 pm
Quote
And when a fighter is launched from a hangar their will NEVER get out unless you give then an order... their just sit there inside the hangar xD!...

Download 7dot9 again. The original one had that problem but Taylor replaced it with a newer one that fixes it.
Title: Re: 3.6.9 Release Candidate 7
Post by: ARSPR on November 26, 2006, 03:28:08 am
Quote
And when a fighter is launched from a hangar their will NEVER get out unless you give then an order... their just sit there inside the hangar xD!...

Download 7dot9 again. The original one had that problem but Taylor replaced it with a newer one that fixes it.

You actually need 7dot9u (or 7dot9x, a fully new build). The 7dot9 (second version) still has the bug for ships departing to hangars.
Title: Re: 3.6.9 Release Candidate 7
Post by: PSI-KILLER on November 30, 2006, 06:40:08 am
I am getting an error were it is saying I need OpenAL drivers better then 1.1.  I did download the latest from the .org web site.  But it still is not working. I am now using fs2_open_3_6_9 RC7.    If i missed this problem allready being addressed just point me in the right direction.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on November 30, 2006, 08:10:31 am
I am getting an error were it is saying I need OpenAL drivers better then 1.1.  I did download the latest from the .org web site.  But it still is not working. I am now using fs2_open_3_6_9 RC7.    If i missed this problem allready being addressed just point me in the right direction.
If you've got the newest ones from the OpenAL (or Creative) website installed then it's likely just some old DLL hanging around which is reporting as 1.0 instead of 1.1.  Check in C:\Windows\System32 for either ct_oal.dll or nvopenal.dll, and if either exists then delete them.
Title: Re: 3.6.9 Release Candidate 7
Post by: Buddynayr on November 30, 2006, 09:09:56 pm
This may seem like a stupid question, but when will the real 3.6.9 be released?  I have release candidate 7 right now (I think it's 7.8 but I'm not sure; I got it from the installer) and will I have to get new mediavps and a new launcher? 

Thanks a lot. 

PS: What programming language is FSOpen in?  I know a little Python and was just wondering.
Title: Re: 3.6.9 Release Candidate 7
Post by: Turey on November 30, 2006, 10:31:08 pm
This may seem like a stupid question, but when will the real 3.6.9 be released?  I have release candidate 7 right now (I think it's 7.8 but I'm not sure; I got it from the installer) and will I have to get new mediavps and a new launcher?

1. Once they're done with it. It should be soon.
2. Yes, new mediavps and launcher. However, Installer will be updated within 2-3 hours of 3.6.9 Release being given out.

PS: What programming language is FSOpen in?  I know a little Python and was just wondering.

It's in C/C++. Mind you, it's really difficult to understand, on account of it being so large and complex. I've been programming in C for 4 years and I still don't understand the vast majority of the code.
Title: Re: 3.6.9 Release Candidate 7
Post by: Buddynayr on December 03, 2006, 10:23:03 am
Ok, that makes sense about when to release 3.6.9.  Anyway, I have one weird bug that continually pops up when I start the launcher, or start FSOpen from the launcher: A dialog box pops up and says: "Please make image 255x112"  How do I fix this?

Thanks again; I know I'm asking too many noob questions.
Title: Re: 3.6.9 Release Candidate 7
Post by: Deepstar on December 03, 2006, 10:46:46 am
I tried RC 7 and RC 7.9x.

When i start FSO with the dot9x Build i don't see cutscenes, i have only sound.
Additionally when i skip the Cutscene i land on Desktop and FS2 is minimized.
So i have to max it, again to get to the Pilot Screen.

When i wait when the Intro is finished (only a blackscreen :() i'm at the pilot screen without i have to max. the FS2 Task.
I try it with "Disable(Activate) scale-to-window for movies" command-line. But with no effect, i have still a Black-Screen.

With RC7 i have a few problems with In-Story Cutscenes (Outtro/Monologues), i have to minimize FS2 and then to max it again to see the Video, but here the Intro plays fine without any problems.
But in RC 7.9x no cutscene runs fine, i have only Sound :(


Then i have another annoying problem:
I haven't played a current SCP Build for a long time (my last was 3.6.8 Delta and a EXE from this time) and so i don't know it's a problem with RC7.9x (don't tested it with RC7, too. Maybe it's a problem with current VPs?). But when i finish the Freespace 2 Campaign and load a mod and start the mod campaign (all Media VPs are in the root FS2 Folder and Modfiles in the Modfolder) all Stats from my pilot has gone. 0 Kills, 0 Medals and Ensign again :-| I remember a time, when i played mod after mod the stats was kept and can use it in the next mod. For example: I played the Freespace Port and Freespace 2 with the same pilot and at the beginning of the Freespace 2 Campaign i have my kills, medals and ranks i get during the Freespace Port. But today i've zero kills, zero medals and i'm ensign at the beginning :-|
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on December 03, 2006, 10:48:57 am
Ok, that makes sense about when to release 3.6.9.  Anyway, I have one weird bug that continually pops up when I start the launcher, or start FSOpen from the launcher: A dialog box pops up and says: "Please make image 255x112"  How do I fix this?

Thanks again; I know I'm asking too many noob questions.

Basically you're missing an image. It's not a serious problem but the file you're after is the bmp file in this file (http://homepage.ntlworld.com/karajorma/FAQ/Downloads/modini.rar). It should be in the mod folder for whatever mod is giving you the error.

Whatever you do, do not install the mod.ini file from that folder. It might work perfectly or it might prevent you from running that mod properly.

When i start FSO with the dot9x Build i don't see cutscenes, i have only sound.
Additionally when i skip the Cutscene i land on Desktop and FS2 is minimized.
So i have to max it, again to get to the Pilot Screen.

I suspect this problem is caused by Divx Toolbar. You should be able to find a way to turn it off without too much trouble.

Or you can simply install Xvid.
Title: Re: 3.6.9 Release Candidate 7
Post by: Turey on December 03, 2006, 10:54:52 am
I suspect this problem is caused by Divx Toolbar. You should be able to find a way to turn it off without too much trouble.

Or you can simply install Xvid.

Couldn't he just get the MVE cutscenes?
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on December 03, 2006, 10:58:35 am
That would solve the problem too but I don't know where to get them from.
Title: Re: 3.6.9 Release Candidate 7
Post by: Deepstar on December 03, 2006, 11:31:40 am
XviD?

I'll try it.


MVE Cutscenes? These aren't a great problem, because i've still my FS2 CDs here. But i thought SCP can't handle .mve because it is(was) a licensed format from Interplay.

But first i will try it with XviD.

Thanks anyway :)
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on December 03, 2006, 11:49:28 am
Older FSO versions can't handle it. Right now Interplay are too busy keeping their creditors from repossessing the entire company to bother with us so we put a MVE player in.
Title: Re: 3.6.9 Release Candidate 7
Post by: redmenace on December 03, 2006, 03:48:08 pm
Not only that, but it was reversed engineered by someone other than us.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on December 03, 2006, 04:29:01 pm
When i start FSO with the dot9x Build i don't see cutscenes, i have only sound.
Additionally when i skip the Cutscene i land on Desktop and FS2 is minimized.
So i have to max it, again to get to the Pilot Screen.
I suspect this problem is caused by Divx Toolbar. You should be able to find a way to turn it off without too much trouble.
7dot9x is supposed to have a fix (or rather, a hack) for the DivX Toolbar problem actually.  It works perfectly in my tests, but then that's with OpenGL.  D3D should also work though.  It works better in windowed mode than fullscreen at the moment, but that should be fixed in my next build (not ETA on that though, and it may not be public).
Title: Re: 3.6.9 Release Candidate 7
Post by: Deepstar on December 04, 2006, 05:24:07 pm
I just tried it with XviD. And now the Videos plays fine again. Thx for the XviD hint.

I've still the jump-to-Desktop-and-minimize-FS2 problem after i skip the Intro.
But this could be the fullscreen-problem and it's okay. It's not annoying for me :)


Now, i'm able to wait for RC8 or better RC7dotwhatever ;)
Title: Re: 3.6.9 Release Candidate 7
Post by: miskat on December 09, 2006, 02:00:56 am
Alright, I've had 3.6.9rc7dot9 working for a little while now, happily playing FSPort with full mediavp goodness.

God bless you fella's.

However, there is one annoying little tidbit that I noticed is happening (seems to happen in both FSPort and FS2): FS2 seems to like to minimize itself!  Now, there isn't some known time when it does this, mind you.  It seems to just do it randomly, really.  Always during play.  I noticed someone above having problems with cutscenes; that's not me.  Very odd, but it's always kind enough to pause the game first, so I don't die.  Makes this just an annoyance, really.

Keep up the awesome work, everyone!
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on December 09, 2006, 02:50:43 am
However, there is one annoying little tidbit that I noticed is happening (seems to happen in both FSPort and FS2): FS2 seems to like to minimize itself!  Now, there isn't some known time when it does this, mind you.  It seems to just do it randomly, really.  Always during play.  I noticed someone above having problems with cutscenes; that's not me.  Very odd, but it's always kind enough to pause the game first, so I don't die.  Makes this just an annoyance, really.
It will minimize whenever it loses focus, which means that a popup was activated, your firewall had a prompt of some sort, or something like that.  That is on the todo list to deal with better, but for post-3.6.9 only.

3.7 shouldn't have that same problem though, since I'm working on a major overhaul of the whole thing.  With the new changes, when the game is running it will assume that is all you want to do.  Everything else the system does is secondary and the game will ignore it, unless it's some critical problem of course.  Even those dreaded warning message popups you get with debug builds will be handled with in-game popups instead, so you will never have to leave the game window to deal with them.  And just like before, you will be able to continue playing, break into a debugger, or exit the game, plus you'll now have the option of disabling warnings for rest of the session ("session" will be considered the current mission).  The warnings will additionally be logged to fs2_open.log to aid developers.  The big point of course is that you want have to run the game in a window in debug builds to get around the popup window problem. :)
Title: Re: 3.6.9 Release Candidate 7
Post by: miskat on December 09, 2006, 03:56:11 am
Is it normal, then, for there to be nothing on or around my desktop calling my attention?

I mean... it's always just my blank desktop... not even any annoying message bubbles from my system tray.  =/
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on December 09, 2006, 04:40:33 pm
Is it normal, then, for there to be nothing on or around my desktop calling my attention?
Some people have reported this, but's not really the game which deals with those things.  It's Windows itself that tells the game that something else needs the users attention, and the game merely honors that (unfortunately in most cases).  So, Windows is telling the game to drop focus and give it something else, and we can't really stop that.  The only thing that we can do is ignore those requests, but that is a big enough change that it needs to happen after 3.6.9.
Title: Re: 3.6.9 Release Candidate 7
Post by: AdmiralRalwood on December 09, 2006, 07:21:13 pm
Is it normal, then, for there to be nothing on or around my desktop calling my attention?

I mean... it's always just my blank desktop... not even any annoying message bubbles from my system tray.  =/
This has actually happened to me very recently. It's happened before that it was my anti-virus giving me a message, but those two times there was absolutely nothing that should have forced the game to minimize.

Perhaps post-3.6.9 it should be made an option to ignore windows' requests in that regard (except, perhaps, for specific applications you allow it for).
Title: Re: 3.6.9 Release Candidate 7
Post by: Col. Fishguts on December 10, 2006, 09:47:19 am
On that note, I have a vague memory that FS2_open used to disable the "Windows" key (the stupid thing between Ctrl and Alt), or am I imagining things ?

Would it be feasible to disable it for good ? Because I hate it when I accidently hit that key, and it seems impossible to buy a keyboard without it these days.
Title: Re: 3.6.9 Release Candidate 7
Post by: AdmiralRalwood on December 10, 2006, 01:08:30 pm
On that note, I have a vague memory that FS2_open used to disable the "Windows" key (the stupid thing between Ctrl and Alt), or am I imagining things ?

Would it be feasible to disable it for good ? Because I hate it when I accidently hit that key, and it seems impossible to buy a keyboard without it these days.
Och, aye. I have painful memories of the Windows key. I avoid using Ctrl and Alt for anything, nowadays.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on December 10, 2006, 01:49:59 pm
On that note, I have a vague memory that FS2_open used to disable the "Windows" key (the stupid thing between Ctrl and Alt), or am I imagining things ?

Would it be feasible to disable it for good ? Because I hate it when I accidently hit that key, and it seems impossible to buy a keyboard without it these days.
I don't remember if every disabling that key, and if it did I can't imagine a reason why it doesn't still do that.  But the new input code (part of the new pilot file code) does ignore more key input events (like CTRL+ALT, ALT-TAB, WIN, etc.) than the game currently does.
Title: Re: 3.6.9 Release Candidate 7
Post by: Turey on December 10, 2006, 01:54:12 pm
ICTRL+ALT, ALT-TAB

Wait, what? Those are how I get out of the game if it freezes!
Title: Re: 3.6.9 Release Candidate 7
Post by: mr.WHO on December 10, 2006, 03:41:52 pm
3.6.9RC7 gives me such error:

(http://img167.imageshack.us/img167/1239/errorkp6.jpg)


HELP.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on December 10, 2006, 03:49:26 pm
ICTRL+ALT, ALT-TAB
Wait, what? Those are how I get out of the game if it freezes!
Ignoring the keys is an active thing, so if the game freezes then it won't even be able to ignore them. :)

Plus, I'll probably have ALT-TAB still work when not in a mission, and not just block it 100%.
Title: Re: 3.6.9 Release Candidate 7
Post by: mr.WHO on December 10, 2006, 04:08:52 pm
(http://img167.imageshack.us/img167/1239/errorkp6.jpg)

I tried other CVS but same effect.

it say something about localize/language, does it matter that my FS version is non english (in older FSO I only need to override my root_fs2.vp with english root to make FSO working fine) ?
Title: Re: 3.6.9 Release Candidate 7
Post by: Turey on December 10, 2006, 09:26:07 pm
ICTRL+ALT, ALT-TAB
Wait, what? Those are how I get out of the game if it freezes!
Ignoring the keys is an active thing, so if the game freezes then it won't even be able to ignore them. :)

Plus, I'll probably have ALT-TAB still work when not in a mission, and not just block it 100%.

As long as it works after you hit escape (when you get no, restart, quit menu), I'll be happy.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on December 10, 2006, 11:58:36 pm
it say something about localize/language, does it matter that my FS version is non english (in older FSO I only need to override my root_fs2.vp with english root to make FSO working fine) ?
It's not a code issue, but a problem with your data.  That error message will show up when the language in use doesn't exist in strings.tbl (I know, the message sucks as an indicator for that).  If you are using an english version of root_fs2.vp then just make sure that you don't have a strings.tbl file still laying around somewhere outside of a VP or something.  Also make sure that none of your other VP files include that same table file.
Title: Re: 3.6.9 Release Candidate 7
Post by: mr.WHO on December 11, 2006, 08:31:39 am
I foud this:


Setting language to Polish
(line 1:Warning: Could not find specified langauge in tstrings.tbl!

And Karajroma give me this tip:

Quote
But check the registry value for your copy and see if it's set to english for language


How I can swith language to English??

Title: Re: 3.6.9 Release Candidate 7
Post by: Wobble73 on December 11, 2006, 09:31:33 am
I foud this:


Setting language to Polish
(line 1:Warning: Could not find specified langauge in tstrings.tbl!

And Karajroma give me this tip:

Quote
But check the registry value for your copy and see if it's set to english for language


How I can swith language to English??



IIRC you need to run your retail launcher and go to settings to set your language to English. Other than that you need to hack the registry with regedit, BUT BE CAREFUL. Messing with things in the registry can cause Windows not to work! I 'm sure if you ask Kara nicely he will tell you how to do it!  :nod:
Title: Re: 3.6.9 Release Candidate 7
Post by: mr.WHO on December 11, 2006, 10:20:25 am
*post modified* problem solved :D
Title: Re: 3.6.9 Release Candidate 7
Post by: Dark Hunter on December 14, 2006, 05:33:35 pm
Interesting error I've never seen before: I was looking through Inferno R1's techroom, cause I was really bored, and all of a sudden it stops showing the models in picture box. A moment later it crashes with the error: "Too many models". I opened it again, and tried those models again, and they worked fine, so I think it only occurs if you look through nearly every single entry in the table. Using RC7dot9x.

Not really a big error, as it only occurs if, as I said, if you look through almost every single entry in the tech room. Just an interesting one, since it didn't come up in any previous builds.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on December 14, 2006, 06:43:55 pm
Interesting error I've never seen before: I was looking through Inferno R1's techroom, cause I was really bored, and all of a sudden it stops showing the models in picture box. A moment later it crashes with the error: "Too many models". I opened it again, and tried those models again, and they worked fine, so I think it only occurs if you look through nearly every single entry in the table. Using RC7dot9x.

Not really a big error, as it only occurs if, as I said, if you look through almost every single entry in the tech room. Just an interesting one, since it didn't come up in any previous builds.
It's nothing new, been there forever really.  The game will only ever load 128 POFs at a time, and that limit isn't all that difficult to hit in the techroom.  Although the techroom will unload textures from memory (to prevent an even worse problem) as you flip through the ship list, it doesn't unload POFs until you exit the techroom.  Post-3.6.9 builds won't have this "128" limit any longer, but it's not worth changing/fixing right now.
Title: Re: 3.6.9 Release Candidate 7
Post by: Buddynayr on December 16, 2006, 10:43:57 pm
When did RC 7.9 come out?  Should I upgrade to it from RC 7.8, or just wait for the real 3.6.9?  Are there new vps as well?
Title: Re: 3.6.9 Release Candidate 7
Post by: Huggybaby on December 16, 2006, 10:48:37 pm
The vps haven't been changed in months according to the latest installer.
Title: Re: 3.6.9 Release Candidate 7
Post by: kasperl on December 26, 2006, 01:17:02 pm
I'll be testing this for multiplayer at new years eve, anything special to look out for? Systems are all using a rather special bland of VP's due to me not having retail, but that seems to be working just fine. Using this build all 3 systems could play. Everything is running XP, and the system specs are:
Pentium 4 1.4Ghz
384MB RAM (of whatever kind that was in use between/paralel to SDRAM and DDR)
GF2 Ultra
1024*768 TFT limited at 60Hz

AMD64 2Ghz
1GB DDR
Radeon X800 Pro 256MB
1280*1024 TFT limited at 60Hz

AMD dual core 64 2Ghz
2GB DDR
Something fast and new from nVidia
1280*1024 TFT limited at 60Hz

The playing will be all through a tried and tested LAN.
Title: Re: 3.6.9 Release Candidate 7
Post by: neoterran on December 26, 2006, 01:56:42 pm
(of whatever kind that was in use between/paralel to SDRAM and DDR)

RDRAM.
Title: Re: 3.6.9 Release Candidate 7
Post by: CP5670 on December 26, 2006, 03:58:50 pm
By the way, I saw someone (Taylor, I think) post an RC8 build for OS X somewhere in one of the Mantis reports. Is there a Windows equivalent of that available? I'm still using 7.9.
Title: Re: 3.6.9 Release Candidate 7
Post by: taylor on December 26, 2006, 04:06:17 pm
A Windows RC8 will be posted later tonight.
Title: Re: 3.6.9 Release Candidate 7
Post by: karajorma on December 26, 2006, 05:40:33 pm
I'll be testing this for multiplayer at new years eve, anything special to look out for?

Check for problems with weapons stats. Seeing as I tend to play BrRL more than FS2 I'm never sure if the low hit to fire ratio is due to the game itself or our data.
Title: Re: 3.6.9 Release Candidate 7
Post by: CP5670 on December 26, 2006, 10:02:37 pm
A Windows RC8 will be posted later tonight.

Great, can't wait to try it out. :)
Title: Re: 3.6.9 Release Candidate 7
Post by: kasperl on December 27, 2006, 09:12:16 am
I'll have a go at setting up RC8 instead of 7 later, so we'll test with that build.