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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 22, 2004, 11:16:59 pm

Title: 20040822 build - *includes pilot changes*
Post by: taylor on August 22, 2004, 11:16:59 pm
Since this build includes the new pilot code I'll give the same old warning:

Quote
WARNING: This build could permanently mess up your pilots! Save them before using this build! If you lose anything it's your fault for not having a backup!

http://icculus.org/~taylor/fso/willrobinson/20040822-win32.zip
http://icculus.org/~taylor/fso/willrobinson/mv_ibx.zip (not required)


Basic change list:

 - OpenGL will now always use a linear filter when magnifying a texture.  This should fix the pixelation with nebula poofs and on shockwaves and explosions.  There is a performance loss here but it should be negligible.

 - DDS textures that don't have any mipmap levels will be shown properly in OpenGL.  There was a bug that prevented this working correctly with Lightspeed's new Shine releases.

 - Minor change to the campaign savefile so that a ship/weapon table listing lookup is forced for a given index on load.  The code should make this unneeded but it's changed in case.  There are no format changes here so don't worry about existing pilots.

 - Don't use DevIL to validate a TGA file (read the header).  DevIL must read the whole file into memory and we only need to first few bytes.  An assert was removed so that 32-bit TGA's don't cause problems when not using -jpgtga, it will just silently ignore those files now.

 - Preload of TGA planets is working correctly again in OpenGL.  The page in code was a little off still and could give asserts in debug builds and introduced a possible memory leak.  Preloaded graphics should now be properly sent to the card memory on misison load without the locking problems.

 - Fix situation where OpenGL would assume the same texture format for base/glow/spec textures.  This became a problem when Lightspeed's new graphics mix TCACHE formats and would have a compressed base map but normal glow maps.  The code will now lookup what the true format of each texture is to avoid errors and/or crashes.

 - Add extra save points to the pilot code.  There was a situation where, when playing a campaign, any new ships would get added to the tech room but not be there when you next ran the game.  There is a save point in the barracks that allowed this problem to get past the testing phase but new save points were added to the ready room, barracks and on exit that should prevent any future data problems.  This may not be fixed 100% so I ask that testers look for this during play.

 - Fix issue in D3D where movies would crash.  I'm not a DirectX person so this may get changed a little but tests don't show any crashes.  A NULL check was added and d3d_lost_device() will now make sure that the device can and should be reset before doing so.  movie.cpp was changed slightly to correctly make use of this change.

 - Reset time compression to 1x at the start of every mission.  This was to fix a problem where, upon mission restart, the time compression was set to the last used level.

 - Possible fix for support ship problem.  Probably not but look for it in case.

 - Fix issue where invalid shield anis would try to get loaded and rendered.

 - Current CVS, should include all of Kazan's autopilot code and his joystick fixes.

 - IBX test code.  I'm not going to say what this is, I want to see if anyone notices.  The listed VP provides support for this but isn't required.  IBX files will be generated and used as the game sees fit, the VP only provides these files already.  IBX files will be stored in data/cache or /data/cache if you use a mod.  This is test code and may not make CVS.


Please report any problems, complaints or praise. :)
Title: 20040822 build - *includes pilot changes*
Post by: Trivial Psychic on August 22, 2004, 11:45:17 pm
Would the IBX thing have something to do with Bob's new hot-converting model format and the attempt to have these stored in a directory under the new format, so they don't have to be re-converted for each mission?
Title: 20040822 build - *includes pilot changes*
Post by: WMCoolmon on August 22, 2004, 11:57:39 pm
Got it in 1.

I don't think anyone's really tested it though.
Title: 20040822 build - *includes pilot changes*
Post by: Trivial Psychic on August 23, 2004, 12:05:52 am
Cool!  What do I win?  Don't I get a congradulatory handshake... a cookie... a custom avatar ;7 ... anything? :lol:
Title: 20040822 build - *includes pilot changes*
Post by: taylor on August 23, 2004, 01:05:58 am
Quote
Originally posted by Trivial Psychic
Cool!  What do I win?  Don't I get a congradulatory handshake... a cookie... a custom avatar ;7 ... anything? :lol:

Ummm, faster load times? :lol:
Title: 20040822 build - *includes pilot changes*
Post by: WMCoolmon on August 23, 2004, 01:36:31 am
You can have the forum cookie, how's that? ;)
Title: 20040822 build - *includes pilot changes*
Post by: Liberator on August 23, 2004, 02:18:35 am
Is the support ship fixed in this release?  I had been using an old one because newer ones wouldn't rearm properly.
Title: 20040822 build - *includes pilot changes*
Post by: taylor on August 23, 2004, 02:29:13 am
Quote
Originally posted by Liberator
Is the support ship fixed in this release?  I had been using an old one because newer ones wouldn't rearm properly.

I'm going to say no but a possible cause was fixed.  I haven't been able to reproduce it but in testing this build the support ship rearmed me every time in the missions I tried (The Romans Blunder, A Lion at the Door, Slaying Ravana, A Monster in the Mist).  All I can say is try it and find out for sure.  Then let us know.
Title: 20040822 build - *includes pilot changes*
Post by: Goober5000 on August 23, 2004, 02:34:24 am
Sheesh, taylor, you've done more work post-3.6 than I think anyone's done since the beginning of the year.  Well done. :)
Title: 20040822 build - *includes pilot changes*
Post by: Liberator on August 23, 2004, 03:22:20 am
Okay, here's my report from playing the first 3 mission from the fourth Sol: A History Campaign:

There is some slowdown associated with ANIs, but this is probably my system

D3D works again, but the ships are still transparent sometimes, but it's totally random which ships and when.

Didn't try OGL, but will assume that since DX is working again OGL should be okay.

Support Ship rearms perfectly, but I'm missing a pilot somehow.  It was made with YAB2 from lower in the list, but it doesn't show up in this builds list.

As an OT comment, Inferno needs to get come glowmaps and shine maps out for their stuff, the Tereus and Eclipse are even more beautiful with the maps I scabbed together so I can immagine how they'd look with someone using LS's method for Shine map generation.
Title: 20040822 build - *includes pilot changes*
Post by: Lightspeed on August 23, 2004, 04:50:19 am
Quote
Originally posted by WMCoolmon
Got it in 1.

I don't think anyone's really tested it though.


You don't know I have tested this in lenghty hours with a sUb3r secret test build :D

It was me who stumbled over that techroom bug, actually ;)
Title: 20040822 build - *includes pilot changes*
Post by: karajorma on August 23, 2004, 05:20:39 am
Excellent. Time to go away and test this :)
Title: 20040822 build - *includes pilot changes*
Post by: Moonsword on August 23, 2004, 07:41:49 am
*makes note to test this after classes*
Title: 20040822 build - *includes pilot changes*
Post by: Singh on August 23, 2004, 08:20:45 am
w00tage
time to test!
Title: 20040822 build - *includes pilot changes*
Post by: TopAce on August 23, 2004, 08:59:51 am
This build does not work to me. The game loading screen crashes my computer. It's not the so-called CTD, it's the COSR: Crash! Only Solution: Reset. :)
Title: 20040822 build - *includes pilot changes*
Post by: taylor on August 23, 2004, 09:08:35 am
Quote
Originally posted by TopAce
This build does not work to me. The game loading screen crashes my computer. It's not the so-called CTD.

If you are using the mv_ibx.vp try removing it.  Also look in data/cache and remove any .ibx files.  If that doesn't work let me know.  The IBX code doesn't have a way to verify an .ibx file is complete so if it's only partially generated then you're screwed.  If you delete them then it will have to make each file again.  This would prevent read errors on the first load at least.  If that works but crashes on the second load please report it.
Title: 20040822 build - *includes pilot changes*
Post by: Singh on August 23, 2004, 09:14:24 am
ok. I tried this build and may have some problems. I keep getting totally random CTDs here and there. I observed it with the previous one but thought it might have been system errors. But since I reinstalled Win2k recently, it cant be that.

The CTDs have occured in two confirmed spots so far: When loading the inferno mission after de-beaming the Diablo, it loads find, but after hitting commit after the briefing or selecting weapons, it doesn't go to the mission AT ALL. It straightaways CTDs. It does not load anything, it does not display anything, CTD almost immediately after trying to get in-mission.

This may be limited to inferno, but their is one mroe time I get it, in the vanilla campaign.
Im currently on the mission where we encounter Kappa 3 and test out the Tag A missile. Now, after finishing the mission and jumping out, it CTDs even before starting to load the debrief screen. It doesn't bother trying to load. It jumps out smoothly, turns to black for a second, and the next thing I see is the desktop.

It cant be the pilot file, since I created a new one experessively for the use with your new changes Taylor, so I have no clue what it might be.
Title: 20040822 build - *includes pilot changes*
Post by: TopAce on August 23, 2004, 09:16:46 am
I don't have any IBX files. Should I have some?
Title: 20040822 build - *includes pilot changes*
Post by: taylor on August 23, 2004, 09:29:55 am
Quote
Originally posted by Singh
The CTDs have occured in two confirmed spots so far: When loading the inferno mission after de-beaming the Diablo, it loads find, but after hitting commit after the briefing or selecting weapons, it doesn't go to the mission AT ALL. It straightaways CTDs. It does not load anything, it does not display anything, CTD almost immediately after trying to get in-mission.

If you are using OpenGL try using the -novbo command line option.  By your description that's what it sounds like.  I'll grab Inferno and test it later today just to see if I get any problems.  I planned to do extra testing with FSPort anyway.

Quote
Originally posted by TopAce
I don't have any IBX files. Should I have some?

If you have the mv_ibx.vp then probably not.  If you don't then it should make them but if you use -mod then they will go in the mod directory (mod/data/cache).

Quote
Originally posted by Liberator
Support Ship rearms perfectly, but I'm missing a pilot somehow. It was made with YAB2 from lower in the list, but it doesn't show up in this builds list.

All pilots have to be under data/players of the main game directory now.  It won't find pilot files in a mod directory.  You'll have to copy them so that they'll show up.  That's the only thing I can think of it being anyway.
Title: 20040822 build - *includes pilot changes*
Post by: Singh on August 23, 2004, 09:31:19 am
I dont use OGL; D3D only.
Title: 20040822 build - *includes pilot changes*
Post by: karajorma on August 23, 2004, 09:35:53 am
Just quickly and mostly out of sheer monkey curiosity but...

Can you remove the pof once you've got the ibx file or is there something still using it?

TopAce : You'll probably only generate an IBX if you used a ship not in FS2. Taylor's vp appears to contain most of the pofs in FS2 (176 pofs in Sparky and 130 in Taylor's vp file). Try flying an Ares or Artemis D.H (Both of which are missing).
Title: 20040822 build - *includes pilot changes*
Post by: taylor on August 23, 2004, 09:53:50 am
Quote
Originally posted by karajorma
Can you remove the pof once you've got the ibx file or is there something still using it?

The IBX is tied to the POF only as far as version matching.  A checksum is generated of the POF and stored in the IBX.  When the IBX is loaded it verifies that the current POF checksum matches and if not creates a new IBX.  If the POF is missing then it ignores the IBX, if the POF is exchanged with another of the same name then the IBX should regenerate.  Also, the IBX files are ignored unless you are using HT&L.

The IBX code is simple and pretty forgiving.  About the only thing it doesn't handle at the moment is a partially generated IBX.  I've got an idea or two to fix that situation but I probably won't implement it unless people like the IBX code as it is now.

The VP I included was just a test, I didn't generate all of the IBX files since it was really just to demonstrate the new code.  If the IBX code goes into CVS then a true official MediaVP should have all of the POFs pregenerated.  Mod makers can do the same thing.
Title: 20040822 build - *includes pilot changes*
Post by: TopAce on August 23, 2004, 10:11:57 am
I must have missed something with these IBX things. Downloading both files again . . .
Title: 20040822 build - *includes pilot changes*
Post by: Trivial Psychic on August 23, 2004, 01:59:06 pm
Quote
Originally posted by Singh
The CTDs have occured in two confirmed spots so far: When loading the inferno mission after de-beaming the Diablo, it loads find, but after hitting commit after the briefing or selecting weapons, it doesn't go to the mission AT ALL. It straightaways CTDs. It does not load anything, it does not display anything, CTD almost immediately after trying to get in-mission.

Inferno R1 has some problems with FSO, unless you've got the R1 Patch.  So far the patch is only available to testers.  No official word on when the final will be released.  That specific mission problem was due to a freighter having too many maps.  The patch contains a pof that uses much smaller number of maps, so to not break HTL limits.

Quote
Originally posted by Singh
This may be limited to inferno, but their is one mroe time I get it, in the vanilla campaign.
Im currently on the mission where we encounter Kappa 3 and test out the Tag A missile. Now, after finishing the mission and jumping out, it CTDs even before starting to load the debrief screen. It doesn't bother trying to load. It jumps out smoothly, turns to black for a second, and the next thing I see is the desktop.

Reminds me of the CoMT bug from earlier this year.  Taylor was the one who fixed it.  Did you have this problem with any other missions using this build?
Title: 20040822 build - *includes pilot changes*
Post by: Nuke on August 24, 2004, 12:05:03 am
im still having problems getting my mod to work. i get this error message:

Error: Couldn't find weapon loadout screen animation ''

File:U:\src\cvs\fs2_open.pilot\code\MissionUI\MissionWeaponChoice.cpp
Line: 1528

Call stack:
------------------------------------------------------------------
    fs2_open_T-20040822.exe 00586092()
    fs2_open_T-20040822.exe 00586113()
    fs2_open_T-20040822.exe 004ffb91()
    fs2_open_T-20040822.exe 0057955e()
    fs2_open_T-20040822.exe 00406dda()
    fs2_open_T-20040822.exe 005ffbe5()
    KERNEL32.dll 7c5987e7()
------------------------------------------------------------------

the last build ive been able to run my mod under is 29072004_fs2_open_r.exe. it runs fine under that build. all animations are accounted for, so theres a bug of sorts in the animation checking code. at the very least is it possible to bypass the checker with a command line option. as you can see it doesnt name any missing ani file and fred doesnt give me any table warnings.
Title: 20040822 build - *includes pilot changes*
Post by: taylor on August 24, 2004, 07:53:29 am
Quote
Originally posted by Nuke
Error: Couldn't find weapon loadout screen animation ''

It can only show the filename if it knows what that filename is.  Check your weapons.tbl for missing or not set "$Anim:" flags.  Any weapons that are available to the player should have the "$Anim:" flag with an animation specified.  "$Anim:" is listed as an optional string so I don't know if FRED would warn about it.

There could be something else going on there but that's the first thing to check.  If that doesn't help any then report back.
Title: 20040822 build - *includes pilot changes*
Post by: Nuke on August 24, 2004, 09:42:56 pm
oops, i accidently had a "player allowed" flag in one of my capship weapons that did not have an anim tag. the first thig i did when i got the error was to check all the anim flags and i guess i shoulda checked all the weapons for anomalies, instead of just the player weapons.

anyway thanks for the help. problem is gone now and the build works fine. it might be a good idea to have fred's debuger check those $anim: tags as well.
Title: 20040822 build - *includes pilot changes*
Post by: DW-Florian on August 26, 2004, 09:35:18 am
Looks like the Volition missions are no more validated (?!)
Title: 20040822 build - *includes pilot changes*
Post by: Trivial Psychic on August 26, 2004, 11:52:50 pm
This build works well for me.  No support ship or joystick problems.  I still haven't tried this with a mod directory, or checked to see if it plays movies alright.  One weird thing was the fact that the laucher couldn't find the registry entries.  When I selected the registry tab, a message came up telling me that it failed to read the registry and it all comes up blank.  I'm not sure if its a result of using this build, or if its something that Norton did while performing its registry cleanup, which it did just before I selected the new build.  In any case, I tried playing the game and had no problems what so ever.  In fact, it even ran smooth with Norton running in the background.  Usually I shut it down and restart explorer before playing, but I played 6 missions without with no weird errors.  I'd also like to compliment the implimentation of the new ibx system, which speeds up mission loading to like 25% of what it was, or better.  By the way, what does IBX stand for?

Later!
Title: 20040822 build - *includes pilot changes*
Post by: taylor on August 27, 2004, 12:10:31 am
Quote
Originally posted by Trivial Psychic
By the way, what does IBX stand for?

Index Buffer eXchange

History ('cause, what the hell, it's late and I've got nothing better to do):
This code was actually never going to be released, I only used it for myself to speed up loading so I could bug test faster.  After about a month of using it I decided to clean it up so that it's not so hackish and made a post about it in the internal forum.  No one objected so I added the code to this test build to see if it was worth having.  I'd rather have the new POF format that includes this stuff already but there is no telling when that's going to happen so this is the next best thing.

Truth:
Originally it was .buf but that was a bit stupid when other people might get see it.  Later it was going to be .idx but I spelled it wrong once (b rather than d) and thought it would work so IBX it was.  I just pulled the Index Buffer eXchange thing out of my butt cause I needed a better response. ;)
Title: 20040822 build - *includes pilot changes*
Post by: Forinec on August 28, 2004, 09:15:14 am
Question: How well does this build work with the shadow3 beta build? I recall in the 3.6 build, some missions wouldn't load properly and I would be returned to the desktop, but this only happened in shadow mode and only on specific missions. I even made a shadow test level and was able to reproduce the error. (You start in a fighter hovering over a leviathan, which leads me to the suspicion that if your craft is casting a shadow at the beginning of a mission, it can cause strange problems. I'm definitely not sure on this matter, but perhaps it'll help some in improving the shadow build.)

Also, I'm glad the fenris problem has been worked on. I hope this also fixes the hercules problems I was having as well. You're doing an excellent job on SCP. :)
Title: 20040822 build - *includes pilot changes*
Post by: karajorma on August 28, 2004, 09:25:43 am
There won't be any shadows in this build. There won't be any shadows in any builds in fact until Bob stops working on Ferrium and decides to completely re-write the shadow code. He's already stated that what was released was more of a public experiment than a serious attempt to get a CVSable version of the shadows working.
Title: 20040822 build - *includes pilot changes*
Post by: Trivial Psychic on August 29, 2004, 03:08:45 am
Finally got another chance to test this.  MODS work fine, but for movies, I still get a black screen freeze which can only be freed by a cold boot... and not the one on my foot :rolleyes:   I guess I'll have to stick to running with movies disabled for now.
Title: 20040822 build - *includes pilot changes*
Post by: GT-Keravnos on August 30, 2004, 06:13:53 am
I made a fresh installation of FS2, patched up to 1.2, used Lightspeed's 27 Aug Shine LT pack, and Taylors' exe, along with the IBX .vp

UPDATE... Have played till the trinity mission, when you 're about to enter the hyper-gate and head into shivan space. No SLOWDOWNS, missions load in second, IT IS THE WORKS. I am shocked and amazed at the versality of the thing... My settings on the launcher...(there is another file with the exe the .ibx thing. It is amazing. The zip/rar file contains a .vp file Make sure it is installed in the root folder ---where the other .vp's reside. It can speed up the loading of the game by 300%).

F:\Games\Fs2\fs2_open_T-20040822.exe -spec -glow -d3dmipmap -targetinfo -2d_poof -orbradar

Meaning I have enabled
Specular
Glowmaps
Mipmapping
Info next to target
3d radar.

I must say again, I AM AMAZED AT THE SPEED AT WHICH THE GAME LOADS THE MISSIONS. IT IS AS IF IT ACCESSES RAM.

The only BIG thing I haven't done is enable 32 bit colours.
Everything is SUPER, pilot is OK, support ships work...everything works as it should. In fact, I think I will try to finish FS2 (again) just to see if any more errors lurk.

ONE MINOR *****ING POINT... :D

When playing that version when pressing the asterisk in the num key board, you get a 3rd person view of the craft. While it is perfectly playable, and wonderful for me to use, sometimes it holds.

Allow me to elaborate...

Normally, when you turn left, your ship will flip to the right as if it attempts to do what you order it but is just slightly late. It is very awarding visually to see.

Point is some ships, and mostly bombers either lose "cohesion" or revert to a single fixed point and don't "heave and ebb" like they should.

@ Taylor, amazing work as always, if you choose to look at my pet pieve, just take ANY fighter for a spin, press the asterisk on the num keyboard and try going left-right-up-down. You will see first hand what I am talking about. It would be REALLY nice if this thing got fixed.

Again, thank you...

System...
2.4 P4 400MhZ FSB, 512 RDRAM, Asus p4B, EAX enabled soundblaster, defragged drive, Ti4200 64MB RAM.
Title: 20040822 build - *includes pilot changes*
Post by: Lightspeed on August 30, 2004, 11:30:10 am
The most disturbing problem right now is the loading code corrupting the game so it will not find files anymore.
Title: 20040822 build - *includes pilot changes*
Post by: taylor on August 30, 2004, 11:40:48 am
Quote
Originally posted by Lightspeed
The most disturbing problem right now is the loading code corrupting the game so it will not find files anymore.

That's the problem with the textures disappearing right?  I see the Mantis bug, does it happen in OGL too?  I'll a look at this as soon as I can.

Quote
Originally posted by GT-Keravnos
Point is some ships, and mostly bombers either lose "cohesion" or revert to a single fixed point and don't "heave and ebb" like they should.

TODO list item number 3.  Has that been an issue for a while or is it new to this build?
Title: 20040822 build - *includes pilot changes*
Post by: GT-Keravnos on August 30, 2004, 01:16:53 pm
Ever since Retail version.  Was originally a retail addon, you could see the ship but it didn't have the HUD with it, so it was really a beauty shot option.

No, it isn't new on this build. Just overlooked till now. Hopefully it is fixable. Thank you again for taking the time to make it perfect.

( I just hope you don't change the way + and - works on the numpad. I am so used to them zooming in and out while in 3rd person mode, that it is second nature) :)

After work tonight, I will keep on playing the game till I either finish it  or it crashes... Let's see who quits first, me or the game...
:D

I use d3d and play on 1024*768 WITHOUT any sort of AA.
Title: 20040822 build - *includes pilot changes*
Post by: GT-Keravnos on August 30, 2004, 01:27:04 pm
And another minor thing. Sometimes, in the beginning of the mission, the joystick I use is unresponsive. It doesn't do anything for a few seconds. Then I press fire and things go back to normal, movement wise.

Not really a bug, but it happens, so I reported it.
Title: 20040822 build - *includes pilot changes*
Post by: Singh on August 31, 2004, 08:28:33 am
Quote
Originally posted by Trivial Psychic

Reminds me of the CoMT bug from earlier this year.  Taylor was the one who fixed it.  Did you have this problem with any other missions using this build?


Nope; not really.

No idea what can be causing it - but I really need to get past the mission so I can play the rest of the campaign somehow :(
Title: 20040822 build - *includes pilot changes*
Post by: übermetroid on September 02, 2004, 10:35:31 am
Things I notice, when a high poly frenis jumps in game the FPS drops from 120 to 42 and then after a few seconds goes back to 120.

alt-tab to other programs does not work. I used to alt-tab to fred to work on my missions, but if I alt-tab out, I can not get back to FS2.
Title: 20040822 build - *includes pilot changes*
Post by: taylor on September 02, 2004, 05:19:28 pm
Quote
Originally posted by ubermetroid
Things I notice, when a high poly frenis jumps in game the FPS drops from 120 to 42 and then after a few seconds goes back to 120.

I think it's just shifing the textures around in memory so there isn't a lot that can be done about that at the moment.

Quote
alt-tab to other programs does not work. I used to alt-tab to fred to work on my missions, but if I alt-tab out, I can not get back to FS2.

alt-tab is pretty messed up in D3D but are you trying it in OpenGL mode?  Alt-Tab in OGL works fine (for me at least) so that may be an option until the D3D problem is worked out.
Title: 20040822 build - *includes pilot changes*
Post by: Lightspeed on September 02, 2004, 06:14:56 pm
Quote
Originally posted by taylor

That's the problem with the textures disappearing right?  I see the Mantis bug, does it happen in OGL too?  I'll a look at this as soon as I can.
 


Not just textures. It can crash because it doesnt find the briefing icons, an interface graphic as well. OR the fonts vanish. It can be ANY file it tries to load that suddenly can't be found anymore.

Also, a request for the future: commandline "-ani_preload" loads all animated textures needed for a mission before starting it (since loading ANIs on the fly can cause weird stuttering)
Title: 20040822 build - *includes pilot changes*
Post by: übermetroid on September 02, 2004, 08:12:39 pm
Quote
Originally posted by taylor
alt-tab is pretty messed up in D3D but are you trying it in OpenGL mode?  Alt-Tab in OGL works fine (for me at least) so that may be an option until the D3D problem is worked out.


I will try openGL when I get home.  Good idea.  :D
Title: 20040822 build - *includes pilot changes*
Post by: übermetroid on September 03, 2004, 01:56:51 am
At home and testing SCP.  And I get a CTD when it tries to load a mission.

I'm back to using DX....  :(
Title: 20040822 build - *includes pilot changes*
Post by: Trivial Psychic on September 03, 2004, 02:59:54 am
Did you try the -novbo command line?  Its almost essential for playing under OGL.
Title: 20040822 build - *includes pilot changes*
Post by: übermetroid on September 03, 2004, 12:06:11 pm
I just testing ed out, and it does run, and I might say almost looks better (all the effects are "cleaner") but..  The FPS maxes out at 29.9!  What happened to my 120 fps?
Title: 20040822 build - *includes pilot changes*
Post by: Hippo on September 03, 2004, 07:00:38 pm
sounds like a framecap...

Well, it did indeed reset my pilot scores, but alas i did have like 14 or 15 of them... And all the good ones wouldn't work in FSO anyways... Still, it is a great advancement...
Title: 20040822 build - *includes pilot changes*
Post by: GT-Keravnos on September 03, 2004, 07:18:24 pm
Hippo,

You know by now that making a new pilot IS ESSENTIAL when trying out new .exe's

I name mine after the build to keep them out of another build's path.

Right now my fearless Taylor 208 just met Colossus for the fist time.
Title: 20040822 build - *includes pilot changes*
Post by: karajorma on September 04, 2004, 03:12:35 am
I believe one of the main ideas of Taylor's build is to prevent us from having to make new pilots all the time.  IIRC the idea is that we make a new pilot for this build and don't have to again.
Title: 20040822 build - *includes pilot changes*
Post by: Dead_Ghost on September 04, 2004, 09:52:51 am
Hey, got a bug to report that it's somehow related with your build:
http://www.hard-light.net/forums/index.php/topic,26751.0.html
as karajorma told me, and I too think it's best, I posted this here, in the hopes that maybe this can help with more bugs too, since mine alone isn't anything special...
The bug in question is: every time I exit the game (no Alt-Tabs), it crashes, leaving the screen all black with only the fs mouse pointer visible. I press Ctrl-Alt-Del and close the game from there, which BTW windows tells me it's not responding. After this, a note appears telling "Failed to read flag file" and jumps to the Open 5.0, with the Details sector all blank, no graphics no nothing...
All this only came to happen after I installed your builds so...
All my system info is in the thread-link in the beggining of this post.
Title: 20040822 build - *includes pilot changes*
Post by: Dead_Ghost on September 04, 2004, 03:17:44 pm
Alright, I've managed to "solve the problem" with crashing. Previously, thanks to StratComm valuable suggestion, I went to the Properties of the FS2 Open and switched it to Win 98/ME compability and afterwards, without experimenting, got your builds, thanks to karajorma. All this solved my issues, including the fact that in de-briefs, the button to pass to the next point (A-to-B) was "dead", it did nothing, so I had to "jump" to the end and see all the objectives. At the end of the game, when I would exit, it would crash. I worked it out with Ctrl-Alt-Del, so no worries. However, I experimented "turning off" the compability thingy and it no longer crashes at the exit. Unfortunately, the de-briefings are back to the beggining, with having to jump everyones to the end...
Just thought that it would be best if I left this here too...
Title: 20040822 build - *includes pilot changes*
Post by: Hippo on September 05, 2004, 08:26:59 am
Yes, i know you're supposed to create a new one, i simply backed up my old ones, and dropped a copy of them in to see what would happen...
Title: 20040822 build - *includes pilot changes*
Post by: magatsu1 on September 08, 2004, 03:36:26 pm
is there any version of FRED best suited to this build ? or does it not matter ?
Title: 20040822 build - *includes pilot changes*
Post by: greycellgreen on September 09, 2004, 06:50:24 am
Ugh.  Despite all the warnings, I screwed up backing up my pilot because I got confused switching saved games back and forth.

The game looks amazing now.  However, for some reason in my current game, secondary weapons no longer get armed ever.  I'm on the 'covert ops' missions.  When I restored my backed up pilot they returned.  [but then I copied my more recent saves over that and the secondaries were gone again.]  Even after playing several missions, the secondaries never seem to come back.

Also, trying to use DirectX, the game crashes when I try to resume my campaign.  The engine works beautifully in OpenGL, but interface transparency seems to be screwed up [it's like this in every SCP build I've tried.]  Displays like the tip of the day or pause screen result in the pop-up, but then a blue background covering up everything else.  I could screenshot it if it would be useful.

Anything I can do to help or fix my campaign without starting over?

edit: forgot specs

Athlon 2200+ [running at 1.4 gig due to defective ram]
512 MB DD SDRAM [won't clock at the proper rating]
Sapphire Radeon 9500 [latest official drivers, fixed other OpenGL errors]
WinXP
Title: 20040822 build - *includes pilot changes*
Post by: karajorma on September 09, 2004, 06:59:21 am
You'll need to make a new pilot to use this build. Hopefully with these changes it will be the last time we need to make a new pilot just cause we're using a new build.
Title: 20040822 build - *includes pilot changes*
Post by: taylor on September 09, 2004, 10:50:49 pm
Quote
Originally posted by greycellgreen
Ugh.  Despite all the warnings, I screwed up backing up my pilot because I got confused switching saved games back and forth.

Getting all of the savefiles converted over is a bit tedious but I haven't really found a way around that.  Hopefully it should never be a problem again though.  Converted pilots should work fine without having to create a new one just for this build *but* if your pilot already has some corruption in it then there is no way that it can be handled properly.  This can give the problems with the secondary weapons never getting armed.  I encountered this during testing of all of the pilot changes but it's not an easy thing to get around in the code.  You can try hitting the Reset button on the weapon loadout screen but that doesn't always work.  If you really want to use this pilot and not an older backup then PM me and we'll try and work something out.

Quote
Also, trying to use DirectX, the game crashes when I try to resume my campaign.

I have been able to get this in OpenGL as well.  I'm changing the code to be a bit more protective regarding errors and to give more feedback when the loading code won't let you do anything.  That's one of the reason's this code isn't in CVS.  Well that and a lot of work related stuff as well as a little hurricane that blew through here earlier this week taking down half of my computer equipment and power and internet connection, couple of problematic trees, etc. :(  All is working again now but I'm playing catch up.

Quote
The engine works beautifully in OpenGL, but interface transparency seems to be screwed up [it's like this in every SCP build I've tried.]  Displays like the tip of the day or pause screen result in the pop-up, but then a blue background covering up everything else.  I could screenshot it if it would be useful.

A lot of people seem to be having trouble with ATI cards and OpenGL.  I plan on looking at this at some point but it's pretty far down on my list at the moment since FRED2 has priority.
Title: 20040822 build - *includes pilot changes*
Post by: Trivial Psychic on September 10, 2004, 12:06:42 am
Apparently, the upcoming Cat 4.9 drivers improve OGL performance, with Doom3 in mind, but its possible that some of these improvements could carry over to FSO OGL.  Now, this will probably not support shinemaps, but some have reported shinemapping working in OGL mode with post-4.4 Cat drivers, so the 2 could go well togther, for people with poorer ATI cards, who use OGL mode consistantly.

Later!
Title: 20040822 build - *includes pilot changes*
Post by: Tepa on September 14, 2004, 09:42:10 am
ok i tryed this build in multi and saw enemy AIs doing unbeliaveable stuff like realistic physics...
so moved back to older build.....restorin old pilot from backups
--------
forgot say keep the good work.
most of the probs are most likely caused by my very old fs2 install
dated 2001 :rolleyes: or just too good comp
Title: 20040822 build - *includes pilot changes*
Post by: Blitzerland on September 18, 2004, 09:28:47 am
Umm...this build is great...except the jump nodes are invisible now.
Title: 20040822 build - *includes pilot changes*
Post by: Svizel on September 18, 2004, 12:46:56 pm
Do you have mv_core_b.vp? If not get it or try to find different (and imho better) jump node model which was posted in SCP forum some time ago...
Title: 20040822 build - *includes pilot changes*
Post by: terren on September 25, 2004, 05:24:59 pm
As I was playing through the main campain I encountered a problem with the mission "A game of TAG" namely, anytime I try to exit the mission in anyway it crashes,  so far I have tried the following ways of leaving the mission.  Jumping out at the end, jumping out at the begining, quickstart after death, return to briefing after death, returning to mainhall after death, quickstart from the Esc menu, exit from the Esc menu, and Shift-Esc (checked the errorlog, it crashed) I've tryed this in both OGL and D3D using 640*480 and 1024*768 in 32 color  the only difrence between the two modes is that OGL gives me an error popup, and D3D is a clean CTD.  Here is the Errorlog section and my system stats, if you need more info just ask.  

fs2_open_T-20040822 caused an Access Violation in module ntdll.dll at 001b:77f51d24.
Exception handler called in Freespace 2 Main Thread.
Error occurred at 9/25/2004 17:42:40.
C:\Games\FreeSpace2\fs2_open_T-20040822.exe, run by Terrenblade.
2 processor(s), type 586.
1023 MBytes physical memory.
Write to location 6565732d caused an access violation.

P4 3Ghz
Windows XP sp1
Geforce FX 5700
    128M ram
    driver version: 6.14.0010.5672
Hope you find a solution soon, I realy like this build
Title: 20040822 build - *includes pilot changes*
Post by: taylor on September 25, 2004, 06:44:22 pm
The crash at the end of mission is a known problem.  It affects one other mission as well.  This is a weird bug that only happens on Windows so it's harder for me to come up with a really good solution that works 100% on Windows, Linux and OSX.  I do have an idea though and I'm going to try and update this build with the fix and a couple of new things as well sometime next week.   This new build will have the pilot file fixes, the final IBX code and some OGL related changes/fixes.

I'm a bit preoccupied trying to get a new FRED2 build out in the wild at the moment to get to it now so if you can wait till next week I'm sure all of the people demanding a new FRED2 will be thankful :)  ... And the people I promised to deliver source code to, and those memory leak patches, plus anyone who's looking forward to <CLASSIFIED>... plus the OGL specmapping code, new rendering stuff that doesn't crash with VBO, true antialiased lines in OGL without requiring full AA, original jump nodes back, new Linux build for x86 and x86_64, new OSX build plus source with XCode project for Goober5000, final test of cross platform network changes, OGG Vorbis support if no one else finishes it, streaming audio in Linux/OSX, more work on SCP Lite, and getting stuff in CVS.  I should be done in no time! :shaking:
:D
Title: 20040822 build - *includes pilot changes*
Post by: Nuke on September 25, 2004, 06:49:47 pm
sweet
Title: 20040822 build - *includes pilot changes*
Post by: terren on September 26, 2004, 12:48:41 pm
is there a fix or a workaround?  I'm realy enjoying playing through the orignal campain with the new weapons tables and shine/glow maps.
Title: 20040822 build - *includes pilot changes*
Post by: taylor on September 26, 2004, 02:47:40 pm
Quote
Originally posted by terren
is there a fix or a workaround?  I'm realy enjoying playing through the orignal campain with the new weapons tables and shine/glow maps.

What's supposed to work is to turn off the talking head box in the hud config screen.  OSX users reported this as a fix when they suffered the exact same problem but someone already said it didn't help on Windows.  The new way I did the code fixed the OSX problem with the same crash on the same mission so Windows is basically just being a pain in the a$$.  If you turn talking heads off and it works for you then please report it here so everyone else will know.

The code in question is there to fix a memory leak that has probably existed since the original release of FS1.  That leak is not small, averaging between 5 and 10 Meg per mission, so it's worth the effort to get it working right without crashing.  The problem is that it's trying to access invalid data for some reason.  It does check to make sure it's valid before proceeding through the code but it passes the check on Windows in certain (unknown) situations even though it's invalid.
Title: 20040822 build - *includes pilot changes*
Post by: terren on September 26, 2004, 04:37:13 pm
It crashes regardless, on the outher hand I managed to Isolate the Corrupt on load bug, I'll put the details in the proper thread.  A commandline quickfix would be acceptable, 5-10 megs is not that much of a problem for people who just play one or two missions anyway.  Goodluck finding the problem.
Title: 20040822 build - *includes pilot changes*
Post by: Rol on September 26, 2004, 05:21:13 pm
hi
i test the build but now i get the error
Could not load in 2_mainscreen-M an crash
in EVERY build even if i delete the the files coming with this build
could someone help me?
Title: 20040822 build - *includes pilot changes*
Post by: taylor on September 26, 2004, 05:44:19 pm
Quote
Originally posted by Rol
hi
i test the build but now i get the error
Could not load in 2_mainscreen-M an crash
in EVERY build even if i delete the the files coming with this build
could someone help me?

What VPs do you have installed?  It sounds like something got deleted or moved that's part of the main game.  Does the original FS2 binary still work?
Title: 20040822 build - *includes pilot changes*
Post by: Rol on September 26, 2004, 06:38:28 pm
i have the hi effects vps installed
can it be someting from the "Sol a history" campaing? i only deleted the missions and rename the inferno vp?
Title: 20040822 build - *includes pilot changes*
Post by: taylor on September 26, 2004, 07:09:10 pm
Quote
Originally posted by Rol
i have the hi effects vps installed
can it be someting from the "Sol a history" campaing? i only deleted the missions and rename the inferno vp?

Could be a tbl hanging around.  Check in the data\tables\ folder and see if there are any *.tbl files.  Move them out of the way if there are some present and see if that makes a difference.