Author Topic: 20041230 test build  (Read 30658 times)

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Offline MetalDestroyer

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No, i 've just beginning the FS Port campaign, and the mission if i remember, i had to destroy all the cargo from the Hammer of Light, 2 mission after we've got to escort the first prototype for shield.

IIRC, it is the first mission we encounter Hammer of light having shield system. And no selection for the Avanger into the weapons select screen.

 

Offline Turnsky

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unfortunately, you have to make a brand new pilot for this..

i suggest that we put in one small feature that tells people which pilot is used in which campaign/mod, and having a separate pilot file for each mod in question.

E.G: if i make a pilot in Homesick, i can only play that pilot, with that campaign, and it cannot be selectected from the pilot selection at startup...

alternatively, one pilot, keeps the details from each campaign separate, like.. for example (details shrunk to save space)
Pilot: Turnsky
Freespace 2 Campaign : 508 kills
-insert stats for campaign here-
FSport                          :400 Kills
-stats-
Derelect                     :700 kills
-stats-
Totals:                      1608Kills
-overall Statistics-

that way, you can have the one pilot, it'll keep track of the pilot's stats..

i'm just trying to figure out a method in which we don't have to mess around with making a new pilot for each campaign/mod
although, a medal box for each campaign would be cool, as well, select a medal box for each campaign, so you can keep just your rank, and Ace qualifications intact.
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Offline taylor

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Quote
Originally posted by Turnsky
i suggest that we put in one small feature that tells people which pilot is used in which campaign/mod, and having a separate pilot file for each mod in question.

Campaign information (stats, medals, ships, weapons, current mainhall, etc.) is already kept in separate files.  The pilot file itself no longer has anything in it that is specific to a campaign or mod.  All of that got moved to the campaign savefiles with the new formats.  It can handle tables/mods switching without messing up the files now.

Unfortunately though if information is already wrong when the pilot gets converted to the new format it's still going to be wrong.  There were also some builds which had a bug which could make one campaign get saved with information from another set of data.  This was fixed for 3.6.5 and should no longer be a problem.

 

Offline Col. Fishguts

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I just noticed, the "target subsytem in reticle" thing (default button "V") doesn't work anymore. The "bzzz" sound is played though, indicating that there's nothing to target (even when there is something to target in the reticle)
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Offline Goober5000

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Yeah, I've noticed that too.  I'm wondering if that's related to Bobboau's non-targeting subsystem code. :rolleyes:

 

Offline Vertigo1

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Quote
Originally posted by taylor

Is this happening on a particular mission or all of them?  Where it's crashing is way past where the IBX code comes into play.  By the time you're past the third bar on the loading screen the IBX has done it's job and doesn't do anything else.


It happens on any mission with alot of ships.  The crashing happens right around the second or third bar everytime it does crash though.  Any mission (ie: recon or the like) thats relatively simple, the loading bar just flies through.  I can literally play for several missions in a row without any real issues, and then the crash bug will appear.

Quote
I've just tried mission one so far but the memory usage is very high. at least 191meg in textures alone.  That's with the current MediaVPs and Lightspeed's textures.  With that info I'd say that the thrashing is just memory issues.  I am curious about the crashing though since it really should give an error message of some kind.  There appears that there may be an issue with the VP as well.  There are two m01_RR.fs2 files in the same directory and at least m02_rr.fs2 has a few corrupted "$AI Class:" entries causing parsing errors.  The parsing problem alone could lead to all sorts of random things happening.  I don't know if you are seeing this particular problem or something else though.  I'll play through more missions and see what I can find.


I do recall the it crashing on the second mission, and a couple more after that one.

As for an error message, I looked through the error log and this is the most recent entry:

Quote
fs2_open_T-20050103 caused an Access Violation in module nvoglnt.dll at 001b:69576781.
Exception handler called in Freespace 2 Main Thread.
Error occurred at 1/5/2005 23:18:42.
C:\Games\FreeSpace2\fs2_open_T-20050103.exe, run by Vertigo1.
1 processor(s), type 586.
512 MBytes physical memory.
Read from location 0a286000 caused an access violation.

Registers:
EAX=058cf3c8 CS=001b EIP=69576781 EFLGS=00010212
EBX=156b2d80 SS=0023 ESP=0012f78c EBP=05d300c0
ECX=0000002c DS=0023 ESI=0a286000 FS=003b
EDX=00000100 ES=0023 EDI=058cf418 GS=0000
Bytes at CS:EIP:
f3 a5 8b ca 83 e1 03 f3 a4 8b 74 24 14 56 53 55


The rest is just the stack dump.

I seriously doubt its a hardware problem since I can perform tasks just as intensive (and more) without any issues.
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Offline Bobboau

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Quote
Originally posted by Goober5000
Yeah, I've noticed that too.  I'm wondering if that's related to Bobboau's non-targeting subsystem code. :rolleyes:


... it is... it's backwards... fixing it...

[edit]
God that was a stupid mistake, stupid double negitives...
« Last Edit: January 07, 2005, 03:29:30 am by 57 »
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Offline KyJelly

  • 24
hi. long time no post... i know. but i've been following in the shadows and gotta say i like whats been going on.

anyway... i have a quick q-

i have the latest build and here is my features list:

C:\Games\FreeSpace2\fs2_open_T-20050103.exe -spec -glow -pcx32 -jpgtga -orbradar -3dwarp -tbpwarpeffects -snd_preload -env -alpha_env -decals -loadonlyused  -rlm

i use opengl and was wondering are there any things i have turned on that i dont need turned on and/or are there any options i need to turn on. my system is quite capable

thanks lots
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-pcx32 generally isn't very helpful, and has been known to cause issues.  -env and -alpha-env are D3D only just now, so they don't do anything in opengl mode.

 

Offline phreak

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Quote
Originally posted by Goober5000
Yeah, I've noticed that too.  I'm wondering if that's related to Bobboau's non-targeting subsystem code. :rolleyes:


fixxxed and commmmitted (since bob hadn't yet)
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Offline KyJelly

  • 24
Quote
Originally posted by phatosealpha
-pcx32 generally isn't very helpful, and has been known to cause issues.  -env and -alpha-env are D3D only just now, so they don't do anything in opengl mode.


so unless i use d3d i wont get any env stuff?
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As of now, correct.  Implementing env-mapping in OGL is on taylor's to do list, but it's not in yet.

 

Offline KyJelly

  • 24
Quote
Originally posted by phatosealpha
As of now, correct.  Implementing env-mapping in OGL is on taylor's to do list, but it's not in yet.


so then do i get all of the visual enhancements with d3d? and if so what is the advantage of opengl?
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Most.  Taylor's new lighting system from this build is OGL only, but pretty much everything else is in D3D.

Why use opengl?  A couple of reasons - ATI users get no shinemaps in D3D with more recent catalysts, but they get them in OGL.  Framerates can differ too - I know on my own system, D3D runs pretty well at 1024x768, but in OGL I can kick up the resolution to 1600x1200 and get comparable framerates.

I'm sure there are other reasons too, but those are the ones that pop to mind.

 

Offline KyJelly

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i cant get my joystick to work! i've selected it in the launcher but i get nothing ingame.
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Offline Col. Fishguts

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Quote
Originally posted by KyJelly
i cant get my joystick to work! i've selected it in the launcher but i get nothing ingame.


Run the original FS2 launcher and hit the "Detect Available Joysticks" in the Joystick tab, and then it should work.

btw....someone should put something similar into the FSO launcher.
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Offline MetalDestroyer

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Quote
Originally posted by phatosealpha
Most.  Taylor's new lighting system from this build is OGL only, but pretty much everything else is in D3D.

Why use opengl?  A couple of reasons - ATI users get no shinemaps in D3D with more recent catalysts, but they get them in OGL.  Framerates can differ too - I know on my own system, D3D runs pretty well at 1024x768, but in OGL I can kick up the resolution to 1600x1200 and get comparable framerates.

I'm sure there are other reasons too, but those are the ones that pop to mind.



I like the OGL things but when playing Fs2 or any other mods the game crashes during loading randomly.
But in D3D i never met any crash.
The OGL work perfect with the TBP 3.0.

 

Offline KyJelly

  • 24
Quote
Originally posted by Col. Fishguts


Run the original FS2 launcher and hit the "Detect Available Joysticks" in the Joystick tab, and then it should work.

btw....someone should put something similar into the FSO launcher.


still nothing

in the regisrty area of the launcher under currentjoystick it says 0. is that the problem?
P4 3ghz
6800 Ultra

 

Offline Turnsky

  • FOXFIRE Artisté
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  • huh?.. Who?.. hey you kids, git off me lawn!
Quote
Originally posted by KyJelly


still nothing

in the regisrty area of the launcher under currentjoystick it says 0. is that the problem?


check to see that whether your joystick is actually connected or not, in the control panel under "game controllers"
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---------------------------------------------------------------------------------
do not torment the sleep deprived artist, he may be vicious when cornered,
in case of emergency, administer caffeine to the artist,
he will become docile after that,
and less likely to stab you in the eye with a mechanical pencil
-----------------------------------------------------------------------------------

 

Offline KyJelly

  • 24
Quote
Originally posted by Turnsky


check to see that whether your joystick is actually connected or not, in the control panel under "game controllers"


it is connected and working as it works in starlancer and is in the game controlers control panel
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