Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Zacam on October 14, 2012, 12:49:58 am

Title: Release 3.6.14 Release Candidate 9
Post by: Zacam on October 14, 2012, 12:49:58 am
Final here. (http://www.hard-light.net/forums/index.php?topic=82648.0) Go there.
(http://scp.indiegames.us/img/irrelephant.jpg)

Should be the last one.  I present RC9, with improved sound and no head.ani stuttering!
Previous 3.6.14 RC8 Release Thread (http://www.hard-light.net/forums/index.php?topic=81804.0)

Important!!
As always, you need OpenAL installed.  Linux and OS X come with it but Windows users will need to get Creative's OpenAL installer (http://connect.creativelabs.com/openal/Downloads/oalinst.zip).

Important!!
Also, since the internal code linking for TrackIR was revised, an external DLL is now required for FSO to use TrackIR functions.
The following DLL is simply unpacked in to you main FreeSpace2 root dir.
TrackIR is only supported on Windows.
TrackIR SCP DLL (http://www.mediafire.com/download.php?ihzkihqj2ky) (Mirror (http://swc.fs2downloads.com/builds/scptrackir.zip)) (Mirror (http://scp.fsmods.net/builds/scptrackir.zip)) (Mirror (http://scp.indiegames.us/builds/scptrackir.zip))

Launchers, if you don't have one already:
All platforms:  wxLauncher (http://www.hard-light.net/forums/index.php?topic=67950.0) (ongoing project for a unified launcher)
Windows:  Launcher 5.5g (http://swc.fs2downloads.com/files/Launcher55g.zip) (Mirror (http://scp.fsmods.net/builds/Launcher55g.zip)) (Mirror (http://scp.indiegames.us/builds/Launcher55g.zip)) (Mirror (http://www.mediafire.com/?wdvzn7hhhzh418m))
OS X:  Soulstorm's OS X Launcher 3.0 (http://www.hard-light.net/forums/index.php/topic,51391.0.html)
Linux:  YAL (http://www.hard-light.net/forums/index.php/topic,53206.0.html) or by hand (http://www.hard-light.net/wiki/index.php/Fs2_open_on_Linux/Graphics_Settings) or whatever you can figure out.

Known issues:


Shaders
In order to leverage changes in the shader code since 3.6.12, these are to be used to over-ride the MediaVPs shaders (place in mediavps_3612/data/effects) or in use for any mods.
Includes the Animated/Cloakmap shaders as well as optimized pixel lighting fragment shaders.

Shaders_for_3614_August_08th.zip (http://swc.fs2downloads.com/builds/Shaders_for_3614_August_08th.zip) (Mirror (http://scp.fsmods.net/builds/Shaders_for_3614_August_08th.zip)) (Mirror (http://scp.indiegames.us/builds/Shaders_for_3614_August_08th.zip)) (Mirror (http://blueplanet.fsmods.net/E/stuff/Shaders_for_3614_August_08th.zip))
MD5: 8bd0d689fd16c681a7710400352b8f68

(http://scp.indiegames.us/img/windows-icon.png) WINDOWS Builds

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

fs2_open_3_6_14_RC9.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_14_RC9.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_14_RC9.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_14_RC9.zip))
This one is based on the SSE2 Optimizations from the MSVC Compiler.
MD5: c5c5a4fd1a7e8349d7e6804bd4155899

fs2_open_3_6_14_RC9_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_14_RC9_SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_14_RC9_SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_14_RC9_SSE.zip))
This one is based on the SSE Optimizations from the MSVC Compiler.
MD5: 196d466d0a079446d65d6e2e7c3ab3bf

fs2_open_3_6_14_RC9_NO-SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_14_RC9_NO-SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_14_RC9_NO-SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_14_RC9_NO-SSE.zip))
MD5: 3933bfcd827bc2ea4732a6b1db1dd947

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


(http://scp.indiegames.us/img/mac-icon.png) OS X Builds

Inferno Build
FS2_Open-3.6.14_RC9.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.14_RC9.dmg) (Mirror (http://scp.fsmods.net/builds/OSX/FS2_Open-3.6.14_RC9.dmg)) (Mirror (http://scp.indiegames.us/builds/OSX/FS2_Open-3.6.14_RC9.dmg))
MD5: 5ce4db134c180887ac15ab760e796a5e


(http://scp.indiegames.us/img/linux-icon.png) LINUX Builds

Inferno Build
fs2_open_3.6.14_RC9.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3.6.14_RC9.tar.bz2) (Mirror (http://scp.fsmods.net/builds/LINUX/fs2_open_3.6.14_RC9.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/LINUX/fs2_open_3.6.14_RC9.tar.bz2))
MD5: 612e64d44fcd07d8532a6c82e319320a

Source Code Export
fs2_open_3_6_14_RC9_src.tgz (http://swc.fs2downloads.com/builds/fs2_open_3_6_14_RC9_src.tgz) (Mirror (http://scp.fsmods.net/builds/fs2_open_3_6_14_RC9_src.tgz)) (Mirror (http://scp.indiegames.us/builds/fs2_open_3_6_14_RC9_src.tgz))
MD5: 8f4f24fbbfe8c0ff048ea765376aaebd


Changelog since the last RC:
( Additionally, see here: 3.6.13 Changelog (since 3.6.12) (http://www.hard-light.net/forums/index.php?topic=69362.0) )
Code: [Select]
------------------------------------------------------------------------
r9237 | Goober5000 | 2012-09-30 20:23:31 -0700 (Sun, 30 Sep 2012) | 2 lines

Backport: Trunk 9197; Fixes mantis 2711.  AudioStream handles are leaked under certain conditions. / AudioStream handles that were to destroy and fade would not if the stream was already finished or not started.

------------------------------------------------------------------------
r9238 | Goober5000 | 2012-08-22 12:04:19 -0500 (Wed, 22 Aug 2012) | 1 line

Backport: Trunk 9221; play-sound-from-table should work for both 3d and non-3d sounds

------------------------------------------------------------------------
r9239 | Goober5000 | 2012-08-22 13:07:29 -0500 (Wed, 22 Aug 2012) | 1 line

Backport: Trunk 9226; Fix for Mantis 2709: Use the correct dimensions for updating texture images when texture streaming to fix crashes on hardware not capable of handling non power of 2 texture dimensions

------------------------------------------------------------------------
r9240 | Goober5000 | 2012-08-22 14:11:24 -0500 (Wed, 22 Aug 2012) | 2 lines

Backport: Trunk 9234; Fixed attempted reinitialization of collision pairs. Need to use OBJ_INDEX(objp), not objp->instance as that refers to the ship index, not the object index.

------------------------------------------------------------------------
r9241 | Goober5000 | 2012-08-22 14:59:21 -0500 (Wed, 22 Aug 2012) | 1 line

MSVC6 compatibility

------------------------------------------------------------------------
r9243 | Goober5000 | 2012-08-22 15:00:27 -0500 (Wed, 22 Aug 2012) | 1 line

better preprocessor logic, as suggested by niffiwan

------------------------------------------------------------------------
r9250 | Zacam | 2012-08-22 15:01:40 -0500 (Wed, 22 Aug 2012) | 1 line

RC9 BUILD STAGE COMMIT: Sets Revision and Version properties to this commit version.

------------------------------------------------------------------------
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Androgeos Exeunt on October 14, 2012, 02:19:18 am
Facebook Wall spammed with the same quote that chief used in the previous RC release thread. :drevil:

Looking forward to the final 3.6.14 release, as always. :D
Title: Re: Release 3.6.14 Release Candidate 9
Post by: The E on October 14, 2012, 02:34:43 am
It should be noted that these builds are NOT compatible with Diaspora.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Nuke on October 14, 2012, 04:13:10 am
...and here we go again. hopefully you used enough raid this time.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: General Battuta on October 14, 2012, 04:33:49 am
How far behind trunk are these? Is there still a 3.6.14 release planned?
Title: Re: Release 3.6.14 Release Candidate 9
Post by: niffiwan on October 14, 2012, 04:43:33 am
3.6.14 was branched at r7811 (26 Sep 2011).  So quite a ways back.

A release is still planned.  It'll be the same code as RC9 assuming no showstopper bugs are found.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: General Battuta on October 14, 2012, 04:51:20 am
Righto. I'd love to test but a lot of us are in the awkward position where none of our projects will actually work on builds this old.  :(
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Dragon on October 14, 2012, 04:57:36 am
Exactly. I've been using cutting edge builds for so long I don't think any of my testbed mods would run on RC9. :) It might not have been the best time to enter the RC phase, with so many improvements going on, 3.6.14 is basically obsolete before it's even released.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: MatthTheGeek on October 14, 2012, 05:13:28 am
How far behind trunk are these? Is there still a 3.6.14 release planned?
Last time I checked .14 was more than 1400 revisions late, not counting backports.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Nuke on October 14, 2012, 06:53:04 am
id say that once you get 3.6.14, do a code freeze and get 3.6.16 out as quickly as possible with all the current trunk features. just to get everything back in sync so we dont have year long rc cycles in the future.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Dragon on October 14, 2012, 07:19:52 am
I wouldn't do that. There's a lot of unfinished features that should be in the next release, like shadows and deferred lighting, not to mention Antipodes 8 and all the amazing options it'd open. I think we're finally going to get 3.7 after this, and it'll be a giant leap for the community. Both new pilot code and deferred lighting open up options for features which were completely impossible before. Needless to say, I'm very excited about all this. :)
Title: Re: Release 3.6.14 Release Candidate 9
Post by: mjn.mixael on October 14, 2012, 08:06:26 am
No. Trunk needs to be cleaned up before any merging with Antipodes happens, much less other major features like shadows.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Iss Mneur on October 14, 2012, 11:42:43 am
The plan is basically as mjn and Nuke outlined for the reasons that they outlined.  Major unfinished features will get an antipodes slot when they are finished, we are not going to make the same mistake again and allow major code changes drag the RC process down.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Spoon on October 14, 2012, 12:02:46 pm
Righto. I'd love to test but a lot of us are in the awkward position where none of our projects will actually work on builds this old.  :(
What Battuta said!
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Goober5000 on October 14, 2012, 01:13:34 pm
The plan is basically as mjn and Nuke outlined for the reasons that they outlined.  Major unfinished features will get an antipodes slot when they are finished, we are not going to make the same mistake again and allow major code changes drag the RC process down.

Precisely.  I think this illustrates that we should do feature freezes for every RC stage from now on.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: mralexs on October 14, 2012, 03:19:55 pm
Just tested it, No malloc error!
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Goober5000 on October 14, 2012, 03:28:16 pm
Yay!
Title: Re: Release 3.6.14 Release Candidate 9
Post by: HAZARDLEADER on October 14, 2012, 04:56:44 pm
Hey, I got it to work finally! RC9  originally would not work along with all of the other RC builds, so I fiddled with it until I clicked "Disable OpenGl RenderTargets." Now it opens up just fine, no problems, no black screen. Hopefully this tid-bit of info will be useful!    :)
Title: Re: Release 3.6.14 Release Candidate 9
Post by: niffiwan on October 14, 2012, 05:06:26 pm
Hey, I got it to work finally! RC9  originally would not work along with all of the other RC builds, so I fiddled with it until I clicked "Disable OpenGl RenderTargets." Now it opens up just fine, no problems, no black screen. Hopefully this tid-bit of info will be useful!    :)

Do you have an Intel video card? :)

ps. glad you found & shared a workaround for the problem!
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Rodo on October 14, 2012, 05:17:04 pm
Not a major problem, but when I run the game with EFX Enabled from the Audio tab I get the dialogues with some kind of reverb effect on them. Is this supposed to happen?

If I disable the flag I get normal sound.

Running on a Realtek High Definition hard.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Kobrar44 on October 14, 2012, 06:07:55 pm
Do you expect various options to have no effect at all?  :p You can change the effect yourself in your sound drivers IIRC and it is supposed to work like that[it always worked for me at least].
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Rodo on October 14, 2012, 06:20:30 pm
Great, then I said nothing :yes:
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Goober5000 on October 14, 2012, 07:16:18 pm
IIRC, EAX allows you to apply a global sound effect profile to sounds from a particular application or source.  So you ought to be able to change that through your EAX control panel.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Nuke on October 14, 2012, 08:23:08 pm
Righto. I'd love to test but a lot of us are in the awkward position where none of our projects will actually work on builds this old.  :(
What Battuta said!

this is one of the things that never change. this **** happened back in my heyday. :D i remember when i couldn't use some nukemod features and scripting at the same time because no build had both. hence why the scripts are in another mod. i never did get around to merging those back together. the cutting edge isnt a fun place to be.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: karajorma on October 14, 2012, 08:49:54 pm
Yeah but I don't think we've ever had an official release which was over a year old.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: General Battuta on October 14, 2012, 10:54:03 pm
Righto. I'd love to test but a lot of us are in the awkward position where none of our projects will actually work on builds this old.  :(
What Battuta said!

this is one of the things that never change. this **** happened back in my heyday. :D i remember when i couldn't use some nukemod features and scripting at the same time because no build had both. hence why the scripts are in another mod. i never did get around to merging those back together. the cutting edge isnt a fun place to be.

This **** does change - 3.6.12 final dropped right on time for three huge campaigns that were set up to use it.

All three of the teams behind all three of those campaigns are now so far past 3.6.14 on their next projects that they'll never be able to use it.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: niffiwan on October 14, 2012, 11:15:10 pm
I think I can safely speak for the all the SCP members when I say, none of us want a repeat of 3.6.14. 

And you raise a good point, some release co-ordination with the major projects would be a good idea.  Maybe we can can do this for 3.6.16 (or 3.7, I don't believe a firm decision has been made on what's next)
Title: Re: Release 3.6.14 Release Candidate 9
Post by: General Battuta on October 14, 2012, 11:16:23 pm
Well if the new MVPs are going to come out I think that's reason enough to have a 3.6.14 release.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: mjn.mixael on October 14, 2012, 11:25:16 pm
We haven't formally discussed the next MVPs release, but I don't think we were planning on coinciding with 3.6.14.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: HAZARDLEADER on October 14, 2012, 11:26:07 pm
Hey, I got it to work finally! RC9  originally would not work along with all of the other RC builds, so I fiddled with it until I clicked "Disable OpenGl RenderTargets." Now it opens up just fine, no problems, no black screen. Hopefully this tid-bit of info will be useful!    :)

Do you have an Intel video card? :)

ps. glad you found & shared a workaround for the problem!

Yes, Its a Intel GMA 950.  I am using an old Mac mini, but hopefully this will help other people who are having the same problem with intel graphics cards, Pc and Mac alike!  ;)
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Nuke on October 14, 2012, 11:30:38 pm
Righto. I'd love to test but a lot of us are in the awkward position where none of our projects will actually work on builds this old.  :(
What Battuta said!

this is one of the things that never change. this **** happened back in my heyday. :D i remember when i couldn't use some nukemod features and scripting at the same time because no build had both. hence why the scripts are in another mod. i never did get around to merging those back together. the cutting edge isnt a fun place to be.

This **** does change - 3.6.12 final dropped right on time for three huge campaigns that were set up to use it.

All three of the teams behind all three of those campaigns are now so far past 3.6.14 on their next projects that they'll never be able to use it.

also back then coders were more often than not to tell modders no, wait for the end of the code freeze, etc when they asked for a new feature. now (assuming a coder isnt already on the mod team), drop the name of a huge campaign, and its in trunk in a couple days to a week. not to say it doesn't make for a good campaign and a sooner release date, the other side of it is a massive backlog of features and a year long release candidate phase.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Androgeos Exeunt on October 14, 2012, 11:31:50 pm
We haven't formally discussed the next MVPs release, but I don't think we were planning on coinciding with 3.6.14.

Skip to 3.6.16, perhaps?
Title: Re: Release 3.6.14 Release Candidate 9
Post by: General Battuta on October 14, 2012, 11:32:33 pm
also back then coders were more often than not to tell modders no, wait for the end of the code freeze, etc. now (assuming a coder isnt already on the mod team), drop the name of a huge campaign, and its in trunk in a couple days to a week. not to say it doesnt make for a good campain and a sooner release date, the other side of it is a massive backlog of features and a year long release candidate phase.

Why was there no year long release candidate phase for 3.6.12 then? Same teams, same people, same coders...
Title: Re: Release 3.6.14 Release Candidate 9
Post by: mjn.mixael on October 14, 2012, 11:33:16 pm
We haven't formally discussed the next MVPs release, but I don't think we were planning on coinciding with 3.6.14.

Skip to 3.6.16, perhaps?

We have a rough asset completion goal in mind. But nothing is set it stone as of yet.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Nuke on October 14, 2012, 11:39:18 pm
also back then coders were more often than not to tell modders no, wait for the end of the code freeze, etc. now (assuming a coder isnt already on the mod team), drop the name of a huge campaign, and its in trunk in a couple days to a week. not to say it doesnt make for a good campain and a sooner release date, the other side of it is a massive backlog of features and a year long release candidate phase.

Why was there no year long release candidate phase for 3.6.12 then? Same teams, same people, same coders...

because you all got lucky. they also did regular code freezes if i remember correctly. keep in mind my experience with this engine isnt so near term. im not talking 3.6.12, im talking 3.6.10 or 3.6.9 and prior, i got started when freespace didnt have a 2 after it, while it was still closed source.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: General Battuta on October 14, 2012, 11:43:45 pm
All right, dude, sorry for ruining the SCP with our needy incompetence.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Nuke on October 15, 2012, 12:06:53 am
im not trying to be hostle, im just starting to get fed up with people belittling my experience. we just need to re-establish a little equilibrium.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: mjn.mixael on October 15, 2012, 12:13:01 am
Your self-admittedly outdated experience? OK.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Nuke on October 15, 2012, 12:17:39 am
yes im out of expirience, nothing an hour long perusal of the wiki wouldnt fix. theese days i just look at the code.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Spoon on October 15, 2012, 06:21:42 am
(http://imageshack.us/a/img803/5730/1245769364965.jpg)
I'm not even going to bother.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Luis Dias on October 15, 2012, 08:09:51 am
If this were an android phorum, someone from the iFandom would lurk, shout "fragmentation!!" and leave the thread in rage fury.

I'm cheering for you guys to get it right, but also at awe to the work ahead. Hoping for the best.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Nuke on October 15, 2012, 08:41:59 am
the fact that this thread still doesnt have a single bug posted is a good sign.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: SypheDMar on October 15, 2012, 02:05:40 pm
That may be, but I bet that there aren't enough players testing this build to report the bugs either. That seems to happen a lot even before 3.6.14, so I wouldn't expect this to be any different in that regards. People either download cutting edge builds or download official releases.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Yarn on October 15, 2012, 02:44:15 pm
While it's probably not a showstopper, I think it's worth investigating Mantis 2643 (http://scp.indiegames.us/mantis/view.php?id=2643).
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Goober5000 on October 15, 2012, 10:22:01 pm
Thanks for the helpful test mission. :yes:  Bug fixed and ported to the 3.6.14 branch.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Spoon on October 16, 2012, 06:02:38 am
While it's probably not a showstopper, I think it's worth investigating Mantis 2643 (http://scp.indiegames.us/mantis/view.php?id=2643).
And here I was, thinking for the longest of times that it was just me doing something wrong with those icons.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Droid803 on October 16, 2012, 01:52:56 pm
Oh that one...it's been around for ages.
Its rather benign, though.

While it's probably not a showstopper, I think it's worth investigating Mantis 2643 (http://scp.indiegames.us/mantis/view.php?id=2643).
And here I was, thinking for the longest of times that it was just me doing something wrong with those icons.
How could that be? :P They're generated by the engine XD
Title: Re: Release 3.6.14 Release Candidate 9
Post by: headdie on October 16, 2012, 01:54:32 pm
it's one of those I always assumed someone else have reported it
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Nuke on October 16, 2012, 03:00:44 pm
are those still those ugly blockey things or did they come up with a better procedural algorithm for generating them yet? could probibly just use the corners of the model's bbox and the radius to generate a spline and use that to generate the quadrants (generate vector spline, copy and scale it to create two sets of points, use points to generate a tri strip, map tristrip with procedurally generated gradient texture, puke it out to gl when rendering the icon). not as good as a bitmap but better than a box.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Spoon on October 16, 2012, 03:19:32 pm
Quote from: Spoon
And here I was, thinking for the longest of times that it was just me doing something wrong with those icons.
How could that be? :P They're generated by the engine XD
I was thinking that made I did *something* (whatever it could be) wrong with setting up the shields. Or that maybe it was a quirk in the max exporter or something!

are those still those ugly blockey things or did they come up with a better procedural algorithm for generating them yet? could probibly just use the corners of the model's bbox and the radius to generate a spline and use that to generate the quadrants (generate vector spline, copy and scale it to create two sets of points, use points to generate a tri strip, map tristrip with procedurally generated gradient texture, puke it out to gl when rendering the icon). not as good as a bitmap but better than a box.
Sounds you have some good ideas, nuke. Looking forward to your implementation of this!
Title: Re: Release 3.6.14 Release Candidate 9
Post by: chief1983 on October 16, 2012, 06:36:14 pm
3.6.12 was released with some bugs that could have been qualified as serious regressions, this time I guess we were being pickier about not having that be a problem.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: SypheDMar on October 17, 2012, 12:13:21 am
I think that's a good thing to consider, but it should've been implemented better.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Iss Mneur on October 17, 2012, 12:48:44 am
I think that's a good thing to consider, but it should've been implemented better.
Before anyone (read me) flys off the handle for what that remark seems to imply. Restate your statement using nouns, not pronouns.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: MatthTheGeek on October 17, 2012, 01:15:58 am
(http://i.qkme.me/3rdnjr.jpg)
Title: Re: Release 3.6.14 Release Candidate 9
Post by: LordMelvin on October 17, 2012, 02:03:17 am
(http://i.qkme.me/3rdo21.jpg)
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Nuke on October 17, 2012, 06:07:24 am
are those still those ugly blockey things or did they come up with a better procedural algorithm for generating them yet? could probibly just use the corners of the model's bbox and the radius to generate a spline and use that to generate the quadrants (generate vector spline, copy and scale it to create two sets of points, use points to generate a tri strip, map tristrip with procedurally generated gradient texture, puke it out to gl when rendering the icon). not as good as a bitmap but better than a box.
Sounds you have some good ideas, nuke. Looking forward to your implementation of this!

i would, if it were a feature i was even remotely interested in using. id just solve the problem by spending 5 minutes in photoshop.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: chief1983 on October 17, 2012, 12:24:11 pm
Linux builds and source export are up.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: SypheDMar on October 17, 2012, 02:37:47 pm
I think that's a good thing to consider, but it should've been implemented better.
Before anyone (read me) flys off the handle for what that remark seems to imply. Restate your statement using nouns, not pronouns.
I apologize for my lack of nouns, and I don't mean to offend anyone.

I meant to say that the idea was good and thoughtful, but it would be nice to have had it out sooner so that we didn't have to wait for over a year for the release build to come out.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: HAZARDLEADER on October 19, 2012, 06:22:21 pm
I would like to post something I found, apparently when fighters and cap ships go into there wormholes while warping out, they don't go into it, they go thru it. The screenie will show what I am saying.  I'm not sure if this is a bug, or something to do with my video card. Maybe its just the fact that my computer is 7 years old.
I tried the debug app, but it crashed on startup. I'm providing the debug log anyway.
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.
==========================================================================
Opened log '/Users/layne-o-matic/Library/FS2_Open/data/fs2_open.log', Fri Oct 19 18:15:26 2012 ...
FreeSpace 2 Open version: 3.6.13.9250
Passed cmdline options:
  -fov 1.0
  -missile_lighting
  -glow
  -spec
  -3dshockwave
  -fb_explosions
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod fsport-mediavps,fsport,mediavps_3612
  -disable_fbo
  -fps
Building file index...
Found root pack '/Volumes/80G Mini Drive/Freespace/fsport-mediavps/fsport-pit.vp' with a checksum of 0x5c650d0c
Found root pack '/Volumes/80G Mini Drive/Freespace/fsport-mediavps/mv_fsport.vp' with a checksum of 0xe86f1f2e
Found root pack '/Volumes/80G Mini Drive/Freespace/fsport/FS1_Patch.vp' with a checksum of 0xd3f01eb5
Found root pack '/Volumes/80G Mini Drive/Freespace/fsport/fsport-hi_res.vp' with a checksum of 0x9b3bb212
Found root pack '/Volumes/80G Mini Drive/Freespace/fsport/fsport-missions.vp' with a checksum of 0x73018100
Found root pack '/Volumes/80G Mini Drive/Freespace/fsport/fsport-Ross128.vp' with a checksum of 0x557b9111
Found root pack '/Volumes/80G Mini Drive/Freespace/fsport/fsport3_3.vp' with a checksum of 0x4d97be5e
Found root pack '/Volumes/80G Mini Drive/Freespace/fsport/mv_fsport_music.vp' with a checksum of 0xb3fee704
Found root pack '/Volumes/80G Mini Drive/Freespace/fsport/odeon_fs1.vp' with a checksum of 0x6b0eb146
Found root pack '/Volumes/80G Mini Drive/Freespace/fsport/sparky_hi_fs1.vp' with a checksum of 0x09e704a7
Found root pack '/Volumes/80G Mini Drive/Freespace/fsport/stu_fs1.vp' with a checksum of 0xa75a86ce
Found root pack '/Volumes/80G Mini Drive/Freespace/fsport/tango_fs1.vp' with a checksum of 0x82c24ecf
Found root pack '/Volumes/80G Mini Drive/Freespace/fsport/tango_hi1_fs1.vp' with a checksum of 0xdafaa088
Found root pack '/Volumes/80G Mini Drive/Freespace/fsport/tango_hi2_fs1.vp' with a checksum of 0x5dc643cb
Found root pack '/Volumes/80G Mini Drive/Freespace/fsport/tango_hi3_fs1.vp' with a checksum of 0x574465ef
Found root pack '/Volumes/80G Mini Drive/Freespace/fsport/tango_hi4_fs1.vp' with a checksum of 0xade5fc50
Found root pack '/Volumes/80G Mini Drive/Freespace/fsport/tango_hi5_fs1.vp' with a checksum of 0xe0fd80ae
Found root pack '/Volumes/80G Mini Drive/Freespace/fsport/warble_fs1.vp' with a checksum of 0x0b608285
Found root pack '/Volumes/80G Mini Drive/Freespace/mediavps_3612/00arcadia.vp' with a checksum of 0xc735f19b
Found root pack '/Volumes/80G Mini Drive/Freespace/mediavps_3612/MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack '/Volumes/80G Mini Drive/Freespace/mediavps_3612/MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack '/Volumes/80G Mini Drive/Freespace/mediavps_3612/MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack '/Volumes/80G Mini Drive/Freespace/mediavps_3612/MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack '/Volumes/80G Mini Drive/Freespace/mediavps_3612/MV_cockpits.vp' with a checksum of 0xefa17062
Found root pack '/Volumes/80G Mini Drive/Freespace/mediavps_3612/MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack '/Volumes/80G Mini Drive/Freespace/mediavps_3612/MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack '/Volumes/80G Mini Drive/Freespace/mediavps_3612/MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack '/Volumes/80G Mini Drive/Freespace/mediavps_3612/MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack '/Volumes/80G Mini Drive/Freespace/mediavps_3612/MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack '/Volumes/80G Mini Drive/Freespace/FS1_Patch.vp' with a checksum of 0xd3f01eb5
Found root pack '/Volumes/80G Mini Drive/Freespace/Root_fs2.vp' with a checksum of 0x9087c512
Found root pack '/Volumes/80G Mini Drive/Freespace/smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack '/Volumes/80G Mini Drive/Freespace/sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack '/Volumes/80G Mini Drive/Freespace/sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack '/Volumes/80G Mini Drive/Freespace/stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack '/Volumes/80G Mini Drive/Freespace/tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack '/Volumes/80G Mini Drive/Freespace/tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack '/Volumes/80G Mini Drive/Freespace/tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack '/Volumes/80G Mini Drive/Freespace/warble_fs2.vp' with a checksum of 0xd85c305d
ASSERTION: "max_size > header_offset" at cfile.cpp:1733
Future debug output directed to: /Users/layne-o-matic/Library/FS2_Open/data/fs2_open.log
 


[attachment deleted by a basterd]
Title: Re: Release 3.6.14 Release Candidate 9
Post by: headdie on October 19, 2012, 07:50:39 pm
I am pretty certain this has cropped up from time to time due to varying reasons, what is your PC spec?
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Iss Mneur on October 19, 2012, 08:32:40 pm
He appears to be using OS X.

But nevertheless that sort of issue is normally an issues with the graphics driver. That would be the first thing to check on. If the system is an OS X machine of that age I believe (and our long time OS X users could confirm) that it is known issue that is fixed by turning off ibx and/or fbo.

EDIT: The assertion appears to be caused by a corrupt .vp in the root of the game folder.  I have no idea which it is because warble is supposed to be the last packfile and it was done just above.  Please post directory listing of your game data folder.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: HAZARDLEADER on October 20, 2012, 12:59:25 am
He appears to be using OS X.

But nevertheless that sort of issue is normally an issues with the graphics driver. That would be the first thing to check on. If the system is an OS X machine of that age I believe (and our long time OS X users could confirm) that it is known issue that is fixed by turning off ibx and/or fbo.

EDIT: The assertion appears to be caused by a corrupt .vp in the root of the game folder.  I have no idea which it is because warble is supposed to be the last packfile and it was done just above.  Please post directory listing of your game data folder.
My directory is to large to list, but I have a screenie of it. I tryed the Ibx and fbo settings off, that did not fix it. I should probably just consider getting a new computer.



[attachment deleted by a basterd]
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Iss Mneur on October 20, 2012, 01:07:34 am
My directory is to large to list, but I have a screenie of it. I tryed the Ibx and fbo settings off, that did not fix it. I should probably just consider getting a new computer.
You have no other .vp files in your root folder?  Can you replicate this issue with .12? Other RCs for .14 (they are linked in the OP)?

You also did not answer Headdie, which Mac do you have? Which graphics card do you have?
Title: Re: Release 3.6.14 Release Candidate 9
Post by: Jeff Vader on October 20, 2012, 01:08:48 am
Code: [Select]
Found root pack '/Volumes/80G Mini Drive/Freespace/FS1_Patch.vp' with a checksum of 0xd3f01eb5
Title: Re: Release 3.6.14 Release Candidate 9
Post by: HAZARDLEADER on October 20, 2012, 08:47:19 am
My directory is to large to list, but I have a screenie of it. I tryed the Ibx and fbo settings off, that did not fix it. I should probably just consider getting a new computer.
You have no other .vp files in your root folder?  Can you replicate this issue with .12? Other RCs for .14 (they are linked in the OP)?

You also did not answer Headdie, which Mac do you have? Which graphics card do you have?
Nope my folder is clean. I tryed to replicate this with the .12 app, the error was not present.  Then I tried RC7 and RC8, the error popped its head up in both builds. Should I start trying the RC builds from 6 down?       

For Headdie; I have a 2006 first generation intel Mac mini.  My graphics card is an Intel Gma 950.
Title: Re: Release 3.6.14 Release Candidate 9
Post by: The Dagger on October 20, 2012, 10:07:09 am
I've found a little bug: The engine glows bleed through the ships from time to time from certain angles.
You can check it by looking at the trainer at the beginning of Training Mission 4:
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/bug.png)
Left is with RC9 and right is with the build provided for DE.
The bug is present from RC1 but it's not present in the latest shadow beta nor in the build provided for DE.
Running Windows 7 64 bits in an Intel Core i5 with 4Gb of RAM and a GeForce GTX 460M.