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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: karajorma on May 16, 2006, 06:46:39 pm

Title: 17th May CVS Build
Post by: karajorma on May 16, 2006, 06:46:39 pm
For a change here's a build that is just pure CVS with no additions from me. :) Nothing shockingly new but there are a few bug-fixes from the SCP team in there.

FS2_Open (http://fs2source.warpcore.org/exes/latest/May2006/FS2_Open_KARA_20060517.rar)
FRED2_Open (http://fs2source.warpcore.org/exes/latest/May2006/FRED2_Open_KARA_20060517.rar)

*What's new*

* All the stuff which wasn't yet in CVS from the May 9th build
* All the stuff from Taylor's env-mapping builds

* Missing backgrounds in FRED - Fixed
* Untargetable systems are actually targetable - Fixed
* All player ships flagged as Targetable as bomb - Fixed
* Invulnerability flag set for seemingly random ships - Fixed

Anyone who has saved a mission using FRED builds after late February which contain one or more invulnerable ships should check their missions to see if the correct ship is still invulnerable. The targetable as bomb thing was never going to affect anyone in single player anyway but might be annoying to anyone making multiplayer missions.

Title: Re: 17th May CVS Build
Post by: Trivial Psychic on May 16, 2006, 09:08:19 pm
Special note to those who don't know, in order for environment mapping in OGL to work, unless your video card & drivers support auto-generation, you'll need the default map included with Taylor's prior build, HERE (http://icculus.org/~taylor/fso/nightly/20060513-win32.rar).  It may also be a good idea, if until such a default map is included with the media VP, to include it or one like it, with all successive FSO builds.

Another thing with FRED.  It is showing backgrounds again, and debug no longer throws up the error messages I reported before, but its not showing skyboxes.
Title: Re: 17th May CVS Build
Post by: ME$$ENGER on May 17, 2006, 11:08:07 am
Hmm, it seems that I keep getting graphical artifacts with this build. Usually it happens after I load a mission while in another mission (ie: restart the current mission or proceed to the next one). I will try to get a screenshot.

Although I do have my graphic card overclocked, I doubt that's the cause since I never had anything like this with any previous CVS builds.
Title: Re: 17th May CVS Build
Post by: ME$$ENGER on May 17, 2006, 11:19:42 am
Here's a screenshot with the artifacts:

(http://img.photobucket.com/albums/v109/ME$$ENGER/artifact.jpg)

My spec:
AthlonXP 2500+ (barton)
Asus A7N8X-E Deluxe (nForce 2 chipset) w/ most recent chipset driver (6.70 specifically)
512MB Kingston DDRAM*1
ATI Radeon 9550 (250/200 OCed to 430/211 in 3D) w/ Catalyst 6.2 using Omega 6.3's OGL driver
Windows 2000 Pro SP4 w/ all windows updates

I'll try switching my OGL driver to 6.4 and see if that helps.

EDIT: Nope, switching OGL driver doesn't help. Also, it appears to be caused by environement mapping. Well, no env mapping for me then. :(
Title: Re: 17th May CVS Build
Post by: DaBrain on May 17, 2006, 12:52:21 pm
Can you post your command line?

You can also try using -img2dds and see if that helps.
Title: Re: 17th May CVS Build
Post by: Scuddie on May 17, 2006, 12:54:52 pm
I'm getting an illegal op once I am at pilot select screen.  I've tried this with both builds, and it doesnt matter what commandlines I pass, even bare.  This is both with and without the cubemap.vp file in the mediavps directory.  The debug gives me this.
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:
  -window 
  -spec_exp 13
  -fov 0.5
  -spec_static 0.8
  -spec_point 0.9
  -spec_tube 0.7
  -2d_poof 
  -alpha_env 
  -ambient_factor 30
  -cache_bitmaps 
  -env 
  -jpgtga 
  -mipmap 
  -missile_lighting 
  -glow 
  -nomotiondebris 
  -spec 
  -dualscanlines 
  -3dwarp 
  -warp_flash 
  -snd_preload 
  -mod mediavps
Building file index...
Searching root 'C:\games\freespace2\mediavps\'
Searching root pack 'C:\games\freespace2\mediavps\mv_adveffects.vp'
Searching root pack 'C:\games\freespace2\mediavps\mv_core.vp'
Searching root pack 'C:\games\freespace2\mediavps\mv_effects.vp'
Searching root pack 'C:\games\freespace2\mediavps\mv_models.vp'
Searching root pack 'C:\games\freespace2\mediavps\mv_music.vp'
Searching root pack 'C:\games\freespace2\mediavps\mv_textures.vp'
Searching root 'C:\games\freespace2\'
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\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 18 roots and 10265 files.
AutoLang: Language auto-detection successful...
Setting language to English
soundcard = EAX
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : OpenAL 1.0
  OpenAL Extensions :
      EAX
      2.0,
      EAX
      3.0,
      EAX
      4.0,
      EAX
      Unified
... 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: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 6800/PCI/SSE2
  OpenGL Version    : 2.0.1

  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".
  Using 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".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Unable to find extension "GL_APPLE_client_storage".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 4
  Max elements vertices: 4096
  Max elements indices: 4096
  Max texture size: 4096x4096
  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...
OpenGL: Created FBO!
OpenGL: Reusing FBO!
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 0
Current soundtrack set to -1 in event_music_reset_choices
cf_get_file_list_preallocated looking for type=7, filter="*-mus.tbm"
TBM  =>  Starting parse of 'mv_music-mus.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"
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_expl-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
cf_get_file_list_preallocated looking for type=7, filter="*-wep.tbm"
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_flak-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
couldn't find pcx for Subach HL-7
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
found ani Subach_AniBitmap for Subach HL-7, with 6 frames and 5 fps
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 MorningStar D
found ani Morningstar_Particle for MorningStar D, with 21 frames and 10 fps
couldn't find pcx for Prometheus R
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
found ani PrometheusR_AniBitmap for Prometheus R, with 12 frames and 5 fps
couldn't find pcx for Prometheus S
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
found ani Prometheus_AniBitmap for Prometheus S, with 12 frames and 5 fps
couldn't find pcx for Prometheus D
found ani Prometheus_AniBitmap for Prometheus D, with 12 frames and 5 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 Maxim D
found ani Maxim_Particle for Maxim D, with 21 frames and 10 fps
couldn't find pcx for UD-8 Kayser
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
found ani Kayser_AniBitmap for UD-8 Kayser, with 4 frames and 5 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 UD-D Kayser
found ani Kayser_AniBitmap for UD-D Kayser, with 4 frames and 5 fps
couldn't find particle pcx for UD-D Kayser
found ani Kayser_Particle for UD-D 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 pcx for Shivan Light Laser
BMPMAN: Found EFF (Alouqua_AniBitmap.eff) with 6 frames at 20 fps.
found ani Alouqua_AniBitmap for Shivan Light Laser, with 6 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
couldn't find particle pcx for Hornet
found ani hornet_trail for Hornet, with 14 frames and 30 fps
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-wep.tbm' ...
cf_get_file_list_preallocated looking for type=7, filter="*-aip.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-obt.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-shp.tbm"
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_turretangle-shp.tbm' ...
TBM  =>  Starting parse of 'mv_textures-shp.tbm' ...
cf_get_file_list_preallocated looking for type=7, filter="*-hdg.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-str.tbm"
cf_get_file_list_preallocated looking for type=25, filter="*.pcx"
cf_get_file_list_preallocated looking for type=32, filter="*.pcx"
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 41
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
cf_get_file_list_preallocated looking for type=28, filter="*.pl2"
cf_get_file_list_preallocated looking for type=28, filter="*.plr"
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.580 (0.580)
And then the crash signature gives me this.
Code: [Select]
AppName: fs2_open_r_kara_20060517.exe AppVer: 1.0.0.1 ModName: wrap_oal.dll
ModVer: 1.1.4.0 Offset: 0000b38f

EDIT:  Upgrading OpenAL did the trick.  Game sounds better too :D.  http://www.openal.org/downloads.html
Title: Re: 17th May CVS Build
Post by: ME$$ENGER on May 17, 2006, 02:04:19 pm
Can you post your command line?

You can also try using -img2dds and see if that helps.

Here's my command line:

-mod Transcend, ,mediavps,nebulae -spec -glow -jpgtga -mipmap -2d_poof -cache_bitmaps -missile_lighting -img2dds -no_vsync -targetinfo -orbradar -rearm_timer -ballistic_gauge -3dwarp -warp_flash -snd_preload  ambient_factor 85 -mod mediavps

So it would seem that img2dds wouldn't help as it's already enabled. BTW, I also found out that this build *probably* has music.tbl parsing problem because the music in briefing does not loop. I haven't checked ambient and battle music though.
Title: Re: 17th May CVS Build
Post by: pecenipicek on May 17, 2006, 05:28:01 pm
neither the taylors build (13th may) nor this one will load. curious a bit...
Title: Re: 17th May CVS Build
Post by: karajorma on May 17, 2006, 06:25:44 pm
Have you installed OpenAL?
Title: Re: 17th May CVS Build
Post by: Scuddie on May 17, 2006, 06:28:14 pm
Was something done to the sound engine to warrant an OpenAL upgrade BTW?
Title: Re: 17th May CVS Build
Post by: taylor on May 17, 2006, 07:06:02 pm
Was something done to the sound engine to warrant an OpenAL upgrade BTW?
All future sound work will only be done for OpenAL, we've been building up to that for months.  And for various reasons it's now the build default.  You can still build with DirectSound if you wish but don't expect any (un)official build from us to use anything other than OpenAL.
Title: Re: 17th May CVS Build
Post by: Trivial Psychic on May 18, 2006, 12:38:19 am
Here's my command line:

-mod Transcend, ,mediavps,nebulae -spec -glow -jpgtga -mipmap -2d_poof -cache_bitmaps -missile_lighting -img2dds -no_vsync -targetinfo -orbradar -rearm_timer -ballistic_gauge -3dwarp -warp_flash -snd_preload  ambient_factor 85 -mod mediavps
I doubt this is related to your problems, but you'll want a "-" before the "ambient_factor", and you have 2 -mod sections which may cause trouble.
Title: Re: 17th May CVS Build
Post by: Scuddie on May 18, 2006, 12:57:26 am
Was something done to the sound engine to warrant an OpenAL upgrade BTW?
All future sound work will only be done for OpenAL, we've been building up to that for months.  And for various reasons it's now the build default.  You can still build with DirectSound if you wish but don't expect any (un)official build from us to use anything other than OpenAL.
Thats not what I mean.  Before the May 17 build, OpenAL 1.0 worked just fine.  Now it doesnt?  I was just curious as to why it doesnt, like a major audio re-working since the 4/21 build.  Was anything done, or is this just a fluke?
Title: Re: 17th May CVS Build
Post by: taylor on May 18, 2006, 01:55:45 am
Thats not what I mean.  Before the May 17 build, OpenAL 1.0 worked just fine.  Now it doesnt?  I was just curious as to why it doesnt, like a major audio re-working since the 4/21 build.  Was anything done, or is this just a fluke?
Had a feeling that's what you meant. :)  Oh well...

Since OpenAL is now a build default I put the current SDK in CVS.  I assume that's the reason it all of a sudden needs 1.1 and not 1.0.  The current Creative SDK was upgraded not long ago and includes a new effects engine (which may be made use of at some point), but I'm not aware if that breaks 1.0 compatibility or not.  I guess so now that it's shown to, though I didn't intend for that to be a problem.  So, to answer your question, yes, something was done, and yes, it breaking is something of a fluke.

The game code does not (and will not) require 1.1 though so this is just a lib issue with the newer Creative SDK.  I don't have a copy of the older SDK at the moment but if this is too much of an issue then I'm sure we can dig an old version of it up and put that in CVS instead.
Title: Re: 17th May CVS Build
Post by: karajorma on May 18, 2006, 02:28:05 am
I know I definitely built this with the 1.1 library when the one in CVS broke. I can definitely try using the 1.0 version next time I build  instead. :)

EDIT : If I can get hold of it without having to compile it myself that is! Their website only has the 1.1 SDK at the moment.
Title: Re: 17th May CVS Build
Post by: taylor on May 18, 2006, 03:18:53 am
I know I definitely built this with the 1.1 library when the one in CVS broke. I can definitely try using the 1.0 version next time I build  instead. :)

EDIT : If I can get hold of it without having to compile it myself that is! Their website only has the 1.1 SDK at the moment.
It shouldn't be that much of an issue, 1.0 and 1.1 are ABI compatible (though always using 1.1 is the best thing).  The SDK on Creative's website has been for 1.1 for nearly a year (or more) so the switch to 1.1 actually happened a long time ago.  Unless you were using a really, really old SDK previously then all previous OpenAL builds have been with the 1.1 SDK.  The problem with the newer Creative SDK is the introduction of the EFX stuff (I think) and I'm not sure exactly how new that is.  I'm don't remember ever having an issue with it previously, though this is the first time I've used a SDK with EFX.

Don't use 1.0, it's obsolete and 1.1 has features and fixes that we need.  Those 1.1 features are going to be optional but I don't want to keep dealing with the 1.0 design flaws that have since been fixed.
Title: Re: 17th May CVS Build
Post by: pecenipicek on May 18, 2006, 08:06:50 am
i do have openal 1.1 installed, i grabbed the most recent from creative's website.

its a bug related to my overall configuration i think, or to my soundcard... i'll check
Title: Re: 17th May CVS Build
Post by: Mars on May 18, 2006, 06:12:57 pm
I haven't had problems with a crackle for a long time, but it's started again with this build. The mainhall sounds fine but the breifing and mission sounds are full of crackles. I can't get any more specific than that (I have OpenAL 1.1)
Title: Re: 17th May CVS Build
Post by: bonusbartus on May 19, 2006, 04:40:30 am
i've had the crackle problem too with my sb:live!, I solved it by changing some settings in the surround mixer, and then setting them back to my defaults, worth a try:)
Title: Re: 17th May CVS Build
Post by: ME$$ENGER on May 19, 2006, 05:23:48 pm
I had that problem and turned on "Use alpha for env mapping" and it fixed the problem. In that mission, an Argo and some Serephim were invisible and doing this fixed it.

Unfortunately I already have alpha for env mapping turned on. BTW, anyone also experiencing the music problem in briefing that I mentioned?
Title: Re: 17th May CVS Build
Post by: taylor on May 19, 2006, 05:58:08 pm
The starfield artifacts is not a new problem, but it's not exactly a bug either.  I believe that we have already attributed it to a video card issue (overclocking, etc.) or, more than likely, an issue with compiler optimizations.  I'm not sure if these binaries are optimized or not but if they are then that could be the problem.  I don't release optimized binaries for this same reason (we had issues with certain compiler optimizations in the icculus.org version long ago too).

If these builds aren't optimized then I'm not quite sure what the problem is, unless you are overclocking your video card.  The starfield graphics aren't rendered with any of the env effects so neither of the related options should have any effect.  It's likely coincidence.  The envmap support could cause just enough extra stress on your system that the problem would appear, but it wouldn't be the real cause of it.

You can try my last build (http://icculus.org/~taylor/fso/nightly/20060513-win32.rar) and see if the same thing happens.  If not then we'll know for sure that it's not the env code and is something specific to the 17th build.  If it does happen then it's still more likely that it's an issue with your video card or video drivers than anything to do with the envmapping code.
Title: Re: 17th May CVS Build
Post by: karajorma on May 19, 2006, 06:07:19 pm
I didn't alter the default VC6 settings except to turn on Speech synth and voice recognition (although I don't know why I bothered with the second one).
Title: Re: 17th May CVS Build
Post by: ME$$ENGER on May 19, 2006, 10:50:53 pm
Hearing taylor's suggestion I went out my own way testing different builds. The builds I tried are 20060509 (built by karajorma), 20060513 (built by taylor) and 20060517 (built by karajorma). Well, what can I say? The starfield corruption is gone all of a sudden (even when I was testing 20060517, the build I was having problems with) and I have been unable to reproduce the problem ever since then. :doubt:

EDIT:
--------------
I take the above back. I found out I can reproduce the corruption by completing an entire mission and proceeding to the next in both 20060513 and 20060517. Turning off overclocking doesn't help. Oh well. :(
--------------

Anyway, I do still have problems with music, and one thing I noticed is that 20060509 seems to handle sounds differently. The reason I say this is that:

1. It does not have the briefing music problem. Both 20060513 and 20060517 can't loop briefing music.

2. This will be a long explaination, so please bear with me. The sound card I have is the crappy built-in realtek ALC650 from my nForce 2 chipset. For some reasons the nVidia driver for it has a bug that makes certain sound effects coming out really quiet (almost to the point of muting them) sometimes, particularly when a hardware sound provider is used . Using a software sound provider (ie: Miles 2D) will fix this problem. Now more to the point:  the sound effects related to menu bottons and voices in 20060509 are unmistakenly loud compared to the others, while everything else sounds the same. In fact, only 20060509 have the same volume output as the retail executable for all sound effects. This leads me to believe that the two other builds (20060513 and 20060517) must have undergone significant change for sound processing to have this result.
Title: Re: 17th May CVS Build
Post by: karajorma on May 20, 2006, 02:33:21 am
The 20060509 build was built without OpenAL where as the other two do use it so you're definitely correct about the change.
Title: Re: 17th May CVS Build
Post by: taylor on May 20, 2006, 02:57:52 am
The sound card I have is the crappy built-in realtek ALC650 from my nForce 2 chipset. For some reasons the nVidia driver for it has a bug that makes certain sound effects coming out really quiet (almost to the point of muting them) sometimes, particularly when a hardware sound provider is used .
Many nForce driver versions have known issues with OpenAL.  What version are you using now?

If you have also installed the Creative version of OpenAL then there may be a conflict with the drivers.  Check in C:\Windows\System32 for the files "OpenAL32.dll" and "warp_oal.dll", plus either "ct_oal.dll" or "nvopenal.dll" (you should be using one or the other but not both).  If you have installed the Creative drivers then ct_oal.dll might exist.  If it does then just make sure to install the newest nForce drivers and delete that dll.  Then see if the sound still has issues.
Title: Re: 17th May CVS Build
Post by: Mars on May 20, 2006, 01:09:52 pm
The newest realtek A'97 drivers fix the crackle.

see: this thread (http://www.hard-light.net/forums/index.php/topic,38611.0.html)
Title: Re: 17th May CVS Build
Post by: ME$$ENGER on May 20, 2006, 02:19:33 pm
Many nForce driver versions have known issues with OpenAL.  What version are you using now?

If you have also installed the Creative version of OpenAL then there may be a conflict with the drivers.  Check in C:\Windows\System32 for the files "OpenAL32.dll" and "warp_oal.dll", plus either "ct_oal.dll" or "nvopenal.dll" (you should be using one or the other but not both).  If you have installed the Creative drivers then ct_oal.dll might exist.  If it does then just make sure to install the newest nForce drivers and delete that dll.  Then see if the sound still has issues.

I did some file searching in my system folder and couldn't find the wrapper (wrap_oal.dll). Also OpenAL32.dll seems to have been replaced by the one from the nvidia driver. In my frustration I decided to reinstall OpenAL 1.1. Lo and behold, all my sound problems including the briefing music one are gone!  :yes: Thanks for the help, now time to kick some shivan butts! :D
Title: Re: 17th May CVS Build
Post by: neoterran on May 20, 2006, 03:16:56 pm
okay, I must inform you :

If you have an Nforce 2 soundstorm certified board and only if you have this (not all boards do) , then you have a DSP on board with a digital out. That's the one that provides hardware acceleration and is compatible with OpenAL 1.1, if you install it. It is a very high quality audio solution. However, because motherboard makers needed to cut costs, and the DSP did not have an analog codec by nvidia to change it's signal from digital to analog, the mobo makers packaged most boards with the now-discontinued, very cheap and poor quality Realtek ALC650 chip to provide the analog conversion on the motherboard. This is bad for 2 reasons : the ALC650 (an AC'97 codec) sucks, has no hardware acceleration (it's software based, which means it uses CPU time which is bad) and secondly, motherboards are very noisy, which detracts from the sound. If you install the ALC650 drivers, you may improve your sound, but you will completely lose the DSP ability of the nforce DSP (called the APU or MCP-T) which you should be aware of. This is only if you use the analog outs on the board. IF you use a digital out, you completely bypass the ALC650, use OpenAL 1.1 drivers and HW acceleration via the APU which is lower CPU than the AC'97, and a much cleaner and nicer sound.

In a nutshell, crappy AC97 codecs give the onboard sound a bad name. Try to use the digital out if you can. I do, and Freespace SCP sounds perfect. Make sure you have the MCP-T first tho. If you just have a MCP, you don't have soundstorm, and you should ignore this advice. (you'll have to, because you won't have a digital out)
Title: Re: 17th May CVS Build
Post by: neoterran on May 20, 2006, 03:25:20 pm
voice recognition is still broken in the latest build. Why even bother compiling support for it if it doesn't work ? Or rather, does someone know enough to fix it ? Error is : Failed to load resource. Failed to Init.
Title: Re: 17th May CVS Build
Post by: Goober5000 on May 20, 2006, 05:14:57 pm
We may end up ripping out voice recognition entirely.  One of our members ducked in just long enough to add it, then disappeared.  If coders aren't around to support their features, they tend to get broken.
Title: Re: 17th May CVS Build
Post by: Mars on May 20, 2006, 05:24:30 pm
Is it just me or do screen-shots not turn out in this build?
Title: Re: 17th May CVS Build
Post by: ME$$ENGER on May 20, 2006, 07:37:00 pm
Is it just me or do screen-shots not turn out in this build?

Hmm, probably just you since I took a screenshot with this build and posted it on the first page already. :)
Title: Re: 17th May CVS Build
Post by: Mars on May 20, 2006, 07:58:34 pm
figured  :doubt:
Title: Re: 17th May CVS Build
Post by: Trivial Psychic on May 20, 2006, 10:02:51 pm
Is it just me or do screen-shots not turn out in this build?
My screenshots are coming out all green as well.
Title: Re: 17th May CVS Build
Post by: taylor on May 20, 2006, 10:33:12 pm
Is it just me or do screen-shots not turn out in this build?
They work fine for me (and others) but there is something fubar in there.  I added the PBO code (for screenshots and what not) but disabled it for the time being.  Apparently something in that update was a bit freaky with regards to the normal screenshot code, but I have updated stuff about ready to commit anyway.  I'm going to try and get my other updates and bug fixes in this weekend, if time allows, but just keep an eye on the next couple of builds and let me know whether it ends up fixed or not.
Title: Re: 17th May CVS Build
Post by: Mars on May 20, 2006, 11:20:02 pm
My screenshots come out in very dark, very solid colors.
Title: Re: 17th May CVS Build
Post by: neoterran on May 21, 2006, 12:44:05 am
my screenshots were normal.
Title: Re: 17th May CVS Build
Post by: Goober5000 on May 21, 2006, 08:08:03 pm
I can't fathom why on Earth they would create a build that actually causes more problems than it solves. It is supposed to fix bugs, not create new ones.  :rolleyes:

What, pray tell, is the purpose of this comment? :wtf:
Title: Re: 17th May CVS Build
Post by: Mars on May 21, 2006, 09:47:52 pm
These are in fact, unoffical, expirimental builds.
Title: Re: 17th May CVS Build
Post by: Goober5000 on May 21, 2006, 09:49:38 pm
Because it felt good to complain about it

If you're going to complain, you will not be welcome here.  The SCP is a forum for discussing changes and constructive criticism, not a ranting room.

Quote
and I'm really wondering why release a build that makes more bugs.

You're assuming malice or apathy on the part of the SCP.  That really gets on my nerves.

Certain bugs, like the one you describe, only show up for a small number of people.  Since FSO is designed to work on a wide variety of systems, bugs like this sometimes slip through.

Furthermore, the purpose of regular CVS builds is to allow forum members to beta test and evaluate features and bugs.  We make no guarantee as to the stability or quality of these builds; they're offered on a "take it or leave it" basis.  The only builds we warrant to be reasonably stable and secure are the "official" builds stickied in the main SCP forum.

Finally, the programmers on the SCP are under no obligation to you or anyone else.  We work on this in our own free time, out of the goodness of our hearts.  So when someone like you comes along mouthing off or carrying a soapbox, it really sets us off.

You can consider yourself voiceless in the SCP forum for a week.  If this disrespectful behavior keeps up, you will be monkeyed.
Title: Re: 17th May CVS Build
Post by: ME$$ENGER on May 23, 2006, 01:19:29 am
I know some are really annoyed by the bug, but you should realize that:

1. These guys don't get paid for what they do. SCP is created by fans of the game just like you and me out of their enthusiasm.

2. With the addition of new features (such as OGL env mapping), it's bound to have new bugs. Sometimes it's not even a bug in the particular build but rather a specific hardware/driver combo. Whatever it is, I highly doubt that it could be intentional.

Now back to the topic. Another member (Wanderer) has experienced the same bug and he's using a *relatively* similar graphic card (Radeon 9600) as I am. Given the bad record of ATI's OGL driver and taylor's comment about this being a pretty old glitch, I would say it's probably related to the R300/350 line of graphic cards and the catalyst driver. Perhaps all those that are experiencing the problem should post their hardware spec and relevant driver versions so we could at least have a good sense about who are affected.

I might try some OGL driver switch in the future and see if there's a particular version that cures this problem.
Title: Re: 17th May CVS Build
Post by: pecenipicek on May 23, 2006, 02:23:24 pm
this build nor taylors nightly from 13th may work for me. no error message, nothing, they simply dont start.


openal is the most recent and everything is more or less up to date. i think. the voice recognition build works on the other hand.
Title: Re: 17th May CVS Build
Post by: karajorma on May 23, 2006, 02:42:44 pm
The voice recognition build is ancient. Try the 9th May build so we can establish whether or not it was the OpenAL/Envmapping changes that are the cause of your problems.
Title: Re: 17th May CVS Build
Post by: pecenipicek on May 23, 2006, 03:27:53 pm
link? i cant be bothered to look for it right now.


i think it has something to do with openal, as when running the debug build, the log stops at "Initializing OpenAl..."
Title: Re: 17th May CVS Build
Post by: karajorma on May 23, 2006, 05:29:41 pm
It's not hard to find. It's about 2-3 threads down from this one.
Title: Re: 17th May CVS Build
Post by: pecenipicek on May 24, 2006, 06:46:12 am
it works. the 9th may build. anything after doesnt work.

env mapping is off.

altough, where is the defaut cube map for env mapping? it isnt in the file with taylors 13th may nightly build as expected and advertised...
i've also tried this build without anything activated and with only the mv_core.vp, it still doesnt work.

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:
  -cache_bitmaps 
  -jpgtga 
  -mipmap 
  -glow 
  -spec 
  -dualscanlines 
  -orbradar 
  -rearm_timer 
  -targetinfo 
  -3dwarp 
  -ship_choice_3d 
  -mod mod\derelict, ,Media_VPs
  -fps 
Building file index...
Searching root 'E:\freespace2\mod\derelict\'
Searching root pack 'E:\freespace2\mod\derelict\DerelictSCP.vp'
Searching root pack 'E:\freespace2\mod\derelict\DerelictSCP1.vp'
Searching root pack 'E:\freespace2\mod\derelict\DerelictSCP2.vp'
Searching root pack 'E:\freespace2\mod\derelict\DerelictSCP3.vp'
Searching root pack 'E:\freespace2\mod\derelict\DerelictSCP4.vp'
Searching root 'E:\freespace2\ \'
Searching root 'E:\freespace2\Media_VPs\'
Searching root 'E:\freespace2\'
Searching root pack 'E:\freespace2\mv_adveffects.vp'
Searching root pack 'E:\freespace2\mv_amodelspatch.vp'
Searching root pack 'E:\freespace2\mv_amodelspatch2.vp'
Searching root pack 'E:\freespace2\mv_core.vp'
Searching root pack 'E:\freespace2\mv_effects.vp'
Searching root pack 'E:\freespace2\mv_models.vp'
Searching root pack 'E:\freespace2\mv_music.vp'
Searching root pack 'E:\freespace2\mv_textures.vp'
Searching root pack 'E:\freespace2\root_fs2.vp'
Searching root pack 'E:\freespace2\smarty_fs2.vp'
Searching root pack 'E:\freespace2\sparky_fs2.vp'
Searching root pack 'E:\freespace2\sparky_hi_fs2.vp'
Searching root pack 'E:\freespace2\stu_fs2.vp'
Searching root pack 'E:\freespace2\tango1_fs2.vp'
Searching root pack 'E:\freespace2\tango2_fs2.vp'
Searching root pack 'E:\freespace2\tango3_fs2.vp'
Searching root pack 'E:\freespace2\warble_fs2.vp'
Searching root 'h:\'
Found 27 roots and 12058 files.
Setting language to English
soundcard = EAX
Initializing OpenAL...
Title: Re: 17th May CVS Build
Post by: Mongoose on May 25, 2006, 11:29:28 pm
Just wanted to say that this is the first CVS build I've used since one all the way back from February, and it runs as smooth as silk.  I'm still trying to get over how cool that env mapping looks on cockpits. :)
Title: Re: 17th May CVS Build
Post by: DaBrain on May 27, 2006, 03:59:47 am
it works. the 9th may build. anything after doesnt work.

env mapping is off.

altough, where is the defaut cube map for env mapping? it isnt in the file with taylors 13th may nightly build as expected and advertised...
i've also tried this build without anything activated and with only the mv_core.vp, it still doesnt work.




Looks like an OpenAL problem to me... Try updating your OpenAL version.

Edit: Does your soundcard/soundcard driver support OpenAL? Try updating your drivers. If crashes after initializing OpenAL, this might just be the problem.
Title: Re: 17th May CVS Build
Post by: ShivanSpS on May 27, 2006, 11:27:49 am
Theres is some problem which this and Kara 4/25 and 4/29 builds, I didnt tested the 9th.

The problem is the loadout.... there is some key missed weapons in some missions in the campaing, for example, No Stilettos II in the enif station mission... and No Harppons in the Repulse mission.

I retry which the 3/23 build and that missiles are there....
Title: Re: 17th May CVS Build
Post by: karajorma on May 27, 2006, 05:15:07 pm
Try the 9th. Both the 25\04 and 29\04 builds included early versions of my team loadout changes and that could easily cause problems.
Title: Re: 17th May CVS Build
Post by: pecenipicek on May 28, 2006, 04:08:32 pm
it works. the 9th may build. anything after doesnt work.

env mapping is off.

altough, where is the defaut cube map for env mapping? it isnt in the file with taylors 13th may nightly build as expected and advertised...
i've also tried this build without anything activated and with only the mv_core.vp, it still doesnt work.




Looks like an OpenAL problem to me... Try updating your OpenAL version.

Edit: Does your soundcard/soundcard driver support OpenAL? Try updating your drivers. If crashes after initializing OpenAL, this might just be the problem.
i've tried updating all the drivers, still doesnt work even tho all the most recent drivers were installed.

the soundcard is ManLi CMI8738, and is actually doing the EAX processing. i've got an idea how to try to run it. i'll try changing the sound vendor to directsound instead of EAX.


[edit]nay, doesnt work... :(
Title: Re: 17th May CVS Build
Post by: taylor on May 28, 2006, 05:13:07 pm
the soundcard is ManLi CMI8738, and is actually doing the EAX processing. i've got an idea how to try to run it. i'll try changing the sound vendor to directsound instead of EAX.

[edit]nay, doesnt work... :(
'Cause it has no affect when OpenAL is used.  If the build is for OpenAL then it's OpenAL, period.  There is no way to make it do anything else.  Either don't use it with sound (with -nosound in the Launcher) or wait for the next build.  I've made some changes that should either give a better clue of what the problem is, or fix it entirely.
Title: Re: 17th May CVS Build
Post by: pecenipicek on May 28, 2006, 06:05:57 pm
yeah, its an openal problem, i've punted -nosound and it works properly, but, hey, why not use the build that works for me without a hitch? :p
Title: Re: 17th May CVS Build
Post by: taylor on May 28, 2006, 06:38:04 pm
yeah, its an openal problem, i've punted -nosound and it works properly
It's most likely an issue with your system setup and/or normal sound drivers.  OpenAL is just acting as a front end to your normal DirectSound drivers.  I know that OpenAL works with that particular card which means it shouldn't be a general conflict.  What driver version are you using for the C-Media card?

why not use the build that works for me without a hitch? :p
Because it might be the last build which works for you without a hitch. :)  We're moving everything to OpenAL so if we can't get it working for you then it's a good bet that the May 9th build will be the newest one you ever get to use.  There is a chance (since the in-developement sound code allows it) that a future build can be either OpenAL or DirectSound with just a selection from you, but as we move more code from Windows specific to cross-platform, that may be more work to maintain than it's worth.
Title: Re: 17th May CVS Build
Post by: pecenipicek on May 29, 2006, 10:13:41 am
It's most likely an issue with your system setup and/or normal sound drivers.  OpenAL is just acting as a front end to your normal DirectSound drivers.  I know that OpenAL works with that particular card which means it shouldn't be a general conflict.  What driver version are you using for the C-Media card?
(http://img526.imageshack.us/img526/5055/soundcarddrivers3ln.jpg)
i got that driver version from windows update. if you got any newer ones, i'm willing to take... i'll do a search right now for a newer version of drivers...

Quote
Because it might be the last build which works for you without a hitch. :)  We're moving everything to OpenAL so if we can't get it working for you then it's a good bet that the May 9th build will be the newest one you ever get to use.  There is a chance (since the in-developement sound code allows it) that a future build can be either OpenAL or DirectSound with just a selection from you, but as we move more code from Windows specific to cross-platform, that may be more work to maintain than it's worth.
damn :p

[edit]i've tried the newest findable drivers on the net, the ones i had ended in .643, the newest are .644. still doesnt work.

probably something with the overall configuration. should i post the whole configuration?
Title: Re: 17th May CVS Build
Post by: Rook on May 29, 2006, 10:28:55 am
An issue I brought up in ShivanSpS's 1.5c thread...

When running 5/17 r in D3D I get the following error
Quote
Error: bad DDS file compression.  Not using DXT1,3,5 cubemap.dds
File:D:\C++\Freespace\fs2_open\code\graphics\GrD3DBmpman.cpp
Line: 503
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

The FreeSpace SCP logo is missing from the initial loading screen, the video plays with sound but no visuals, and when I get to the pilot select screen I see nothing but while with blue squares on clickable items. If I can manage to stumble blindly into getting the mission to play I can see my hud but none of the text. I don't get this issue in OpenGL but I was primarily using D3D for it's higher resolutions and FSAA.
Title: Re: 17th May CVS Build
Post by: ShivanSpS on May 29, 2006, 11:17:19 am
D3D has been abandoned, yo can force FS in OpenGL but not AA :S not yet...
Title: Re: 17th May CVS Build
Post by: taylor on May 29, 2006, 04:23:24 pm
@Rook:
Both D3D issues have been fixed in CVS.  It should work again for you in the next available build.  FSAA does work in OpenGL, but you have to use you video card's driver override to do it.  I prefer 4x bilinear filtering on my NVIDIA card since it gives me pretty good visuals with no noticable performance hit.  Also, OGL supports any resolution that D3D does, it's just that the current Launcher doesn't list them for you.  You can modify the video entry in the registry by hand and set any resolution that you want.  Unfortunately there isn't an easier way to fix it right now.

But, any future build which is OGL only (built without D3D support) will accept the D3D video settings as the settings for OGL.  With those builds you could select D3D and any resolution it supports, and when you run the game it will use that resolution but initialize OGL instead.  All of my future builds will do this but it's up to each of the other developers as to whether they do that for their builds too.
Title: Re: 17th May CVS Build
Post by: ShivanSpS on May 30, 2006, 12:38:50 am
The AA is working?! since when?

btw, i having some problems which env mapping... I can only play one time, afer of that (reaload or next mission), the background graphs are corrupted...

and at the second or tree reload even menu texts are corrupted.
Title: Re: 17th May CVS Build
Post by: taylor on May 30, 2006, 12:52:21 am
The AA is working?! since when?
Something in the OpenGL setup was screwing with AA at one point but that was fixed a while back.  I've been using FSAA for months without issue.  I know that it works fine for DaBrain and others as well (given the number of OGL screenshots that have been posted with FSAA enabled).

btw, i having some problems which env mapping... I can only play one time, afer of that (reaload or next mission), the background graphs are corrupted...
Got screenshots of the problem?  The default envmap looks a lot better than the in-mission ones since they look mostly squashed (though it's better than before).  I totally suck at math so I haven't figured out how to properly generate the scene, I've just left what Bobboau originally did and simply fixed the bugs in it.  The default envmap is only used at the start of the game, or if your video card can't make an envmap itself.  After that the envmap gets replaced by the one the video card makes (ie, the envmap in the techroom will be whatever came out of the previous mission played).

I'm not sure if that's what you are seeing though, doesn't really sound like it from your description.  I've never had a problem with it messing up from mission to mission though.
Title: Re: 17th May CVS Build
Post by: Trivial Psychic on May 30, 2006, 09:07:54 am
I've been getting this as well, but I can't take screenshots, as they come out all green.  The backgrounds come up with a multi-colored checkerboard errect.
Title: Re: 17th May CVS Build
Post by: taylor on May 30, 2006, 09:23:24 am
I've been getting this as well, but I can't take screenshots, as they come out all green.  The backgrounds come up with a multi-colored checkerboard errect.
I did see the envmap problem this morning as I was playing around (I think it's the same thing anyway).  Not sure what's causing it, but saved cubemaps also show it so it's likely a rendering issue but not a display problem.  I'll see what I can do about it later this week.

And the green screenshot problem should be fixed in CVS.  No build has come out with the updated code yet (except to a few people) but it should work again in the next build.
Title: Re: 17th May CVS Build
Post by: ARSPR on May 30, 2006, 09:28:33 am
Taylor, I think another one has suffered the background bug. (http://www.hard-light.net/forums/index.php/topic,39905.msg814944.html#msg814944)
Title: Re: 17th May CVS Build
Post by: wolf on May 30, 2006, 10:25:14 am
I also experience this bug. On first mission all is OK, on second its a random combination of artifacted background textures, unreadable fonts (shown somewhere on forum, vertical lines instead of letters) and broken model geometry. This only happens in CVS builds after 17th may, but doesn't occur under Linux (my own builds, latest CVS). It also seems that environment map is rendered with artifacted backgrounds when flying first mission, I once saw those errors in reflected nebula.

Radeon 9800 pro, catalyst 6.4, 6.5.
Title: Re: 17th May CVS Build
Post by: ShivanSpS on May 30, 2006, 12:21:51 pm
I also experience this bug. On first mission all is OK, on second its a random combination of artifacted background textures, unreadable fonts (shown somewhere on forum, vertical lines instead of letters) and broken model geometry. This only happens in CVS builds after 17th may, but doesn't occur under Linux (my own builds, latest CVS). It also seems that environment map is rendered with artifacted backgrounds when flying first mission, I once saw those errors in reflected nebula.

Radeon 9800 pro, catalyst 6.4, 6.5.

Is exactly my problem...

Radeon 9600XT, Omega Crystalyst 6.4.x.x
Title: Re: 17th May CVS Build
Post by: ARSPR on May 31, 2006, 01:48:00 am
I've notice that all the people that are suffering the background bug seems to have ATI cards. I have nVidia AGP 7800 GS and no problems till now.

Has anyone with nVidia suffered it? Has any ATI user got an old nVidia card and can make a swap to check that?

(Maybe that can be useful info for Taylor).
Title: Re: 17th May CVS Build
Post by: taylor on May 31, 2006, 02:59:00 am
Has anyone with nVidia suffered it? Has any ATI user got an old nVidia card and can make a swap to check that?
I noticed that they tend to be ATI users as well.  So far I haven't heard of any NVIDIA user with the problem.  Unfortunately that doesn't help me come up with a fix any faster.  But, since there is apparently something wrong with the FBO code that's making some envmaps get rendered wrong, I'm hoping that fixing that problem will take care of this one as well.
Title: Re: 17th May CVS Build
Post by: Kaine on May 31, 2006, 03:24:56 am
http://3dnature.com/ati.html (http://3dnature.com/ati.html) <- the issues explained here could be relevant, then again i could be stabbing in the dark.


mmm stabbing.  :p
Title: Re: 17th May CVS Build
Post by: Kernal on June 03, 2006, 01:45:23 pm
Sorry if this is a old problem but, I can`t get this to work  :mad:
When I launch it All I see is a white screen with little lines of grey where the usual start menu buttons were supposed to be.
I wanted to try the new Media 3.6.8. Zeta But I can`t get this to work. This is the first build that I ever had problems with. :(

Um....
Currently still useing media vps 3.6.7.
Windows XP
Launcher 5.3
Open AL
Direct3D8 (Everything has worked well untill now)
All I can think of right now....
Title: Re: 17th May CVS Build
Post by: taylor on June 03, 2006, 01:49:19 pm
When I launch it All I see is a white screen with little lines of grey where the usual start menu buttons were supposed to be.
A D3D bug, should be fixed in newer builds.

Direct3D8 (Everything has worked well untill now)
Use OpenGL instead.  D3D is unsupported now.
Title: Re: 17th May CVS Build
Post by: Kernal on June 03, 2006, 02:03:28 pm
Alright but, where did you download?
I googled it and found many GL tools in about 12 different sites. Which one?
Sorry if I sound to Noobish :P
Title: Re: 17th May CVS Build
Post by: taylor on June 03, 2006, 02:07:09 pm
Alright but, where did you download?
I googled it and found many GL tools in about 12 different sites. Which one?
Sorry if I sound to Noobish :P
All long as you have up-to-date drivers for your video card you should be good to go.  If you have problems for some reason just let us know what video card you have and what driver version you are using now.
Title: Re: 17th May CVS Build
Post by: karajorma on June 03, 2006, 02:12:27 pm
Alright but, where did you download?
I googled it and found many GL tools in about 12 different sites. Which one?
Sorry if I sound to Noobish :P

The problem is not that your version of OpenGL is too old but that your version of FS2_Open is too old as this build is nearly two weeks old and the bug was fixed last week :D

However if you simply swap to OpenGL in the launcher the white screen problem will go away without the need to download anything. (Of course you may encounter other problems!)
Title: Re: 17th May CVS Build
Post by: The Spac on June 04, 2006, 12:23:00 am
Keep getting dumped back to windows from while midgame. This is the main error. Tried searching the Mantis but couldn't get it to show anything so I thought I should report it. It happens during main campaign, anytimes, with and without the newest media VP's.


EDIT: -safeloading Option fixed it.


fs2_open_d_KARA_20060517 caused a Breakpoint in module fs2_open_d_KARA_20060517.exe at 001b:00584337.
Exception handler called in FreeSpace 2 Main Thread.
Error occurred at 6/4/2006 15:15:46.
F:\Games\FreeSpace2\fs2_open_d_KARA_20060517.exe, run by The Spac.
1 processor(s), type 586.
1024 MBytes physical memory.