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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: chief1983 on July 21, 2010, 11:00:06 pm

Title: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: chief1983 on July 21, 2010, 11:00:06 pm
Here it is! RC4 for the upcoming 3.6.12. Included below is the commit history since RC3 (http://www.hard-light.net/forums/index.php?topic=70047.0).

Important!!
As Post Processing is a new feature, as are the Unified Shaders, don't forget to grab FSU_and-PostProc_Shaders.7z (http://zacam.ueuo.com/fsu/FSU_and-PostProc_Shaders.7z)
A .vp version of these will be available once it is determined that no changes are necessary (which will then become available for Final Release).
All .sdr files go to *\data\effects and the .tbl goes in to *\data\tables.
* can be either the mediavps\ or main FreeSpace2\ dir.
Enabling post-processing without the shaders present should not crash any more.  Be sure to test.

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)

Launchers, if you don't have one already:
Windows:  Launcher 5.5f (http://swc.fs2downloads.com/files/Launcher55f.zip) (new launcher version! Support for all nightly builds as well as 3.6.12) or wxLauncher (http://www.hard-light.net/forums/index.php?topic=67950.0) (ongoing project for a unified launcher on all platforms)
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 here (http://www.hard-light.net/forums/index.php/topic,44204.0.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:

WINDOWS Builds

Inferno Builds (HIGHLY RECOMMENDED)
fs2_open_3_6_12_RC4_INF.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC4_INF.zip)
MD5: c243ebdc746ecdf3793732f7962cba5a

fs2_open_3_6_12_RC4_INF_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC4_INF_SSE.zip)
MD5: f808ee02d3e3ac83a8c4f2948230de33

fs2_open_3_6_12_RC4_INF_SSE2.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC4_INF_SSE2.zip)
MD5: c026d6165dd456344097b6a64a7e4591

Standard Builds (USE ONLY AS DIRECTED)
These are provided only so that any problems encountered can be checked
to make sure that it is not being caused by the INF_BUILD settings.

fs2_open_3_6_12_RC4.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC4.zip)
MD5: de8ee1726641e529c4d6f269b0239e8e

fs2_open_3_6_12_RC4_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC4_SSE.zip)
MD5: 5bb0074aaf147e1b35131383e4d7a92a

fs2_open_3_6_12_RC4_SSE2.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC4_SSE2.zip)
MD5: f2c3d4bfd007eaa60c24bbf8eee0dbb8

OS X Builds

Inferno Build (HIGHLY RECOMMENDED)
FS2_Open_Inferno-3.6.12_RC4.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open_Inferno-3.6.12_RC4.dmg)
MD5: ebe8984f7728d6f8f3e3d5aeda318c4f

Standard Build (USE ONLY AS DIRECTED)
This is only provided only so that any problems encountered can be checked
to make sure that it is not being caused by the INF_BUILD settings.

FS2_Open-3.6.12_RC4.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.12_RC4.dmg)
MD5: 27af481c423bb6ab6643de8e2ad0af3b


LINUX Builds

Inferno Build (HIGHLY RECOMMENDED)
fs2_open_3_6_12_RC4_INF.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3_6_12_RC4_INF.tar.bz2)
MD5: 2fc49e6551700c2894360fdc3967733f

Standard Build (USE ONLY AS DIRECTED)
This is only provided only so that any problems encountered can be checked
to make sure that it is not being caused by the INF_BUILD settings.

fs2_open_3_6_12_RC4.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3_6_12_RC4.tar.bz2)
MD5: 09b5cafa48d51400154479deb0412d74


Changelog since the last RC:
( Additionally, see here: 3.6.12 Changelog (since 3.6.10) (http://www.hard-light.net/forums/index.php?topic=64685.0) )
Code: [Select]
------------------------------------------------------------------------
r6323 | chief1983 | 2010-07-21 13:53:41 -0500 (Wed, 21 Jul 2010) | 1 line

Backport of r6322: Should allow INT_MAX to be visible on POSIX-compliant systems
------------------------------------------------------------------------
r6321 | chief1983 | 2010-07-21 12:01:44 -0500 (Wed, 21 Jul 2010) | 1 line

Backport of r5930: Get rid of extra hardcoded version string.
------------------------------------------------------------------------
r6320 | chief1983 | 2010-07-20 17:09:35 -0500 (Tue, 20 Jul 2010) | 1 line

Backport of r6316: Per IssMneur, fix the root directory detection on *nix systems.
------------------------------------------------------------------------
r6319 | chief1983 | 2010-07-20 17:08:48 -0500 (Tue, 20 Jul 2010) | 1 line

Backport of r6315: Fix for the 'is-ai-class' sexp. Previously, the sexp would compare the given AI class against the ship class' tbl default AI class, which produced erroneous results.
------------------------------------------------------------------------
r6318 | chief1983 | 2010-07-20 17:05:57 -0500 (Tue, 20 Jul 2010) | 1 line

Backport of r6317: IssMneur's fix for Mantis #2240, allow gaps after the hardcoded retail sound entries.
------------------------------------------------------------------------
r6314 | chief1983 | 2010-07-17 21:35:12 -0500 (Sat, 17 Jul 2010) | 2 lines

Backport of r6313:
No wonder it didn't really work. I was looking in the wrong array.
------------------------------------------------------------------------
r6312 | chief1983 | 2010-07-17 18:12:10 -0500 (Sat, 17 Jul 2010) | 2 lines

Backport of r6301:
Bump to MAX_SHIP_FLAGS and a subtle reminder for posterity
------------------------------------------------------------------------
r6311 | chief1983 | 2010-07-17 18:11:14 -0500 (Sat, 17 Jul 2010) | 2 lines

Backport of r6300:
One more autopilot fix for 3.6.12, per IssMneur
------------------------------------------------------------------------
r6310 | chief1983 | 2010-07-17 18:10:20 -0500 (Sat, 17 Jul 2010) | 2 lines

Backport of r6299:
Fix for Mantis 2263 (Objectives list is still displayed despite disable-hud-except-messages being active)
------------------------------------------------------------------------
r6309 | chief1983 | 2010-07-17 18:09:29 -0500 (Sat, 17 Jul 2010) | 2 lines

Backport of r6297:
Slight cockup on my part here. Pain flashes were not supposed to be gone for everyone.
------------------------------------------------------------------------
r6308 | chief1983 | 2010-07-17 18:08:26 -0500 (Sat, 17 Jul 2010) | 2 lines

Backport of r6296:
Updated the credits after god knows how long
------------------------------------------------------------------------
r6307 | chief1983 | 2010-07-17 18:06:15 -0500 (Sat, 17 Jul 2010) | 2 lines

Backport of r6292:
Fix an Assertion usage issue on *nix platforms.
------------------------------------------------------------------------
r6306 | chief1983 | 2010-07-17 18:04:13 -0500 (Sat, 17 Jul 2010) | 2 lines

Backport of r6291:
IssMneur's autopilot fixes (hooray!)
------------------------------------------------------------------------
r6305 | chief1983 | 2010-07-17 18:02:31 -0500 (Sat, 17 Jul 2010) | 2 lines

Backport of r6289:
Patch for Mantis 2205 (Division by zero in do_random_sidethrust())
------------------------------------------------------------------------
r6304 | chief1983 | 2010-07-17 17:58:07 -0500 (Sat, 17 Jul 2010) | 2 lines

Backport of r6279:
Introducing new SIF2 flag ("no pain flash") to turn off the pain flash. I guess
all the peeps who want to do capship missions can rejoice now.
------------------------------------------------------------------------
r6303 | chief1983 | 2010-07-17 17:56:58 -0500 (Sat, 17 Jul 2010) | 2 lines

Backport of r6278:
Update Lua interpreter to 5.1.4 (patch 2) to fix the following bugs http://www.lua.org/bugs.html#5.1.4
------------------------------------------------------------------------
r6302 | chief1983 | 2010-07-17 17:53:44 -0500 (Sat, 17 Jul 2010) | 2 lines

Backport of r6265:
use 2_ animations in the tech room, just as in the command brief (Mantis #2231)
------------------------------------------------------------------------
r6282 | Goober5000 | 2010-07-05 00:43:18 -0500 (Mon, 05 Jul 2010) | 1 line

fix a bug noticed by The_E: object types are not bitfields
------------------------------------------------------------------------
r6277 | chief1983 | 2010-07-01 10:51:52 -0500 (Thu, 01 Jul 2010) | 1 line

Get rid of RC1 references.
------------------------------------------------------------------------
r6275 | chief1983 | 2010-06-28 13:20:11 -0500 (Mon, 28 Jun 2010) | 1 line

Backport of r6263: Add a  Directives: option to hud_gauges.tbl -- works just like  Escort Ships
------------------------------------------------------------------------
r6274 | chief1983 | 2010-06-28 13:19:41 -0500 (Mon, 28 Jun 2010) | 1 line

Backport of r6262: fix for potential null vec issue when using limited base rotation turrets
------------------------------------------------------------------------
r6273 | chief1983 | 2010-06-28 13:19:08 -0500 (Mon, 28 Jun 2010) | 1 line

Backport of r6261: fix for salvo + check hull bug found by fubar
------------------------------------------------------------------------
r6272 | chief1983 | 2010-06-28 13:18:21 -0500 (Mon, 28 Jun 2010) | 1 line

Backport of r6260: Removed unpopular circle strafe changes to make circle-strafing AI more aggressive (like in RC2)
------------------------------------------------------------------------
r6271 | chief1983 | 2010-06-28 13:17:42 -0500 (Mon, 28 Jun 2010) | 1 line

Backport of r6259: this is just a bit cleaner
------------------------------------------------------------------------
r6270 | chief1983 | 2010-06-28 13:16:46 -0500 (Mon, 28 Jun 2010) | 2 lines

Backport of r6257: fix for Mantis #2056 (sexps may not want to process every ship)
also, account for the fact that Command may not be "#Command"
------------------------------------------------------------------------
r6268 | Goober5000 | 2010-06-27 03:35:24 -0500 (Sun, 27 Jun 2010) | 2 lines

backport of commit 6267:
make FRED be intelligent about mission directory (Mantis #2236)
------------------------------------------------------------------------
r6256 | chief1983 | 2010-06-22 16:16:37 -0500 (Tue, 22 Jun 2010) | 1 line

Backport of r6070: fix parsing of miss factors (Mantis #2185)
------------------------------------------------------------------------
r6255 | chief1983 | 2010-06-22 15:47:11 -0500 (Tue, 22 Jun 2010) | 1 line

Backport of r6067: add beam miss factor by team, requested by Blue Planet
------------------------------------------------------------------------
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: Echelon9 on July 25, 2010, 10:04:01 am
Known issues:
  • Reinforcements are not always removed from the list.  Hopefully there will be a fix in final.
This bug has now been fixed (Mantis 2246 - Reinforcements menu does not remove unavailable items (http://scp.indiegames.us/mantis/view.php?id=2246))
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: sigtau on July 25, 2010, 11:11:33 am
That's a long list of known issues.  :p
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: The E on July 25, 2010, 11:12:54 am
 :wtf:

Wat.
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: Shade on July 25, 2010, 11:19:05 am
More like a long list of fixed issues.
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: sigtau on July 25, 2010, 05:40:14 pm
More like a long list of fixed issues.

Yeah, for sure.  :lol:
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: Kolgena on July 26, 2010, 01:17:50 pm
RC4? What happened to Final? Too many problems with RC3?
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: General Battuta on July 26, 2010, 01:19:24 pm
RC4? What happened to Final? Too many problems with RC3?

More like too many changes and features committed.
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: The E on July 26, 2010, 01:20:36 pm
Yeah, pretty much. But this RC phase shouldn't take very long.
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: TParis on July 28, 2010, 07:33:05 am
Final in sight, hell yeah...   :)

Hopefully i can get the Xfire guys to change the detection for FS2...
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: Klaustrophobia on July 29, 2010, 09:50:45 pm
possibly stupid question:  what are the SSE and SSE2 ones for?  do i need all 3?
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: FUBAR-BDHR on July 29, 2010, 10:01:32 pm
SSE builds are for basically P3 or higher processors.  SSE2 P4 or higher.  The difference is code optimization to take advantage of the processor.  Google it for more info or if you are unsure what class your processor is.
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: Klaustrophobia on July 29, 2010, 10:34:24 pm
does FSO even RUN on anything lower than P3 or equivalent?
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: The E on July 30, 2010, 12:45:54 am
Yes.

Not well, you understand, but run it does.
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: sfried on July 31, 2010, 01:12:09 am
Same mediavps as in 3.6.12 RC3, meaning post-prcessing .sdr files in data/effects/ folder, table files, etc.?
Edit: Just to be safe, I did replace the effects/tables files with the ones from the first post, and it seems to be working, but the effect is usually apparent in the nebula. It's just that I can't believe the my eyes with the vast improvement on framerate.

(Did they fix the missing mission dialogue glitch, the one that uses the <any wingman> script?)
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: The E on July 31, 2010, 04:09:25 am
That's a mediavps error, which was partially fixed in the patch, and completely fixed in the next mvps.
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: MP-Ryan on August 01, 2010, 04:47:48 am
Are these builds intentionally lacking text-to-speech in missions? (Works fine in briefings, not in-flight though).
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: The E on August 01, 2010, 04:56:03 am
Did you mark the checkboxes in the Launcher to enable TTS in missions? Do the missions you are playing use the message beep? Because if they are, TTS will not engage. And before you say "that's a bug", no, it's not. Because the engine can't tell the difference between a message beep and a VA line.
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: chief1983 on August 01, 2010, 01:26:57 pm
No I asked about this a while back, I thought I was not hearing it in missions either, but I thought others were saying they have been.  But if I'm not the only one having this problem, it might be an actual issue.
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: Mongoose on August 01, 2010, 03:49:47 pm
Did you mark the checkboxes in the Launcher to enable TTS in missions? Do the missions you are playing use the message beep? Because if they are, TTS will not engage. And before you say "that's a bug", no, it's not. Because the engine can't tell the difference between a message beep and a VA line.
I thought someone had coded in a work-around a while back that would disable the usual message beep files if TTS was turned on.  I could be wrong, though.
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: The E on August 01, 2010, 03:55:22 pm
That would be a monumentally stupid hack, IMHO, and if it still exists, it should be disabled ASAP.
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: MP-Ryan on August 02, 2010, 02:22:38 pm
Did you mark the checkboxes in the Launcher to enable TTS in missions? Do the missions you are playing use the message beep? Because if they are, TTS will not engage. And before you say "that's a bug", no, it's not. Because the engine can't tell the difference between a message beep and a VA line.

Axem said he apparently used the message beep, so that clears it up.
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: chief1983 on August 02, 2010, 02:31:59 pm
Is message beep the default for new missions?  Because I never set that specifically for FotG but I don't get the TTS in game with any of our dialoged missions.
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: Goober5000 on August 02, 2010, 11:26:54 pm
That would be a monumentally stupid hack, IMHO, and if it still exists, it should be disabled ASAP.
wat

Code: [Select]
// Goober5000 - if we're using simulated speech, it should pre-empt the generic beeps
if (fsspeech_play_from(FSSPEECH_FROM_INGAME) && message_filename_is_generic(filename))
return false;

Code: [Select]
// Goober5000
bool message_filename_is_generic(char *filename)
{
if (!strnicmp(filename, "cuevoice.wav", 8)) return true;
if (!strnicmp(filename, "emptymsg.wav", 8)) return true;
if (!strnicmp(filename, "generic.wav", 7)) return true;
if (!strnicmp(filename, "msgstart.wav", 8)) return true;

return false;
}

This was a requested feature.  By Axem himself, if I'm not mistaken.  And it's not a monumentally stupid hack; it's a well-defined and well-characterized elegant solution to an annoying problem.
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: chief1983 on August 03, 2010, 12:32:40 am
Well, TTS is working fine for me now.  Not sure what my issue was before.  If I select empty-msg.wav they don't play, which I think is intended, but if I leave the wav set to <None> I get TTS.
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: MP-Ryan on August 03, 2010, 11:02:34 pm
Wait, so should TTS be triggered in campaigns like Vassago's Dirge, or not?
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: Axem on August 05, 2010, 05:28:39 pm
No, because I'm using my own filename. :p I'll have to go back and change it to a generic one...
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: General Battuta on August 05, 2010, 05:37:27 pm
I need an answer to this semi-urgently!

How will TTS handle emptymsg.ogg and non_critical_med.ogg under 3.6.12 final? Will test now.
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: chief1983 on August 05, 2010, 05:42:52 pm
If I read the patch right, it should ignore the extension in the check, and those should play TTS.
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: General Battuta on August 05, 2010, 05:48:04 pm
Confirmed that it works for emptymsg.ogg, but there's nothing in the code to handle non_critical_med.ogg.

I really wish this could be controlled by table...in the meantime is there any chance we can get an exception for non_critical_med.ogg, alarm.ogg, and alarm2.ogg?

On second thought throwing in various specific exceptions for individual projects seems like the height of insanity.
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: The E on August 05, 2010, 05:50:01 pm
Using a tbl for this is exactly what we should do.
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: chief1983 on August 05, 2010, 08:45:40 pm
You're right, I meant for the ones that have their base name in the list, the extension won't matter.  And yes, having it definable somewhere would probably be nice.  Although, there are 4 filenames to choose from already, are more than that needed?  Do you need 5 or more sounds that when TTS is on, render speech instead of the sound?
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: General Battuta on August 05, 2010, 09:36:24 pm
Not at the moment but it could come up in the future.

What are the four current filenames?
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: chief1983 on August 05, 2010, 11:00:50 pm
They're in the block of code just above that I keep referring to...  :P
Title: Re: RELEASE: 3.6.12 Release Candidate 4 (RC4)
Post by: The E on August 15, 2010, 05:33:44 pm
Thread locked due to irrelevance