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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: phreak on February 03, 2007, 02:39:50 pm

Title: 02/03/07 Build
Post by: phreak on February 03, 2007, 02:39:50 pm
Hi i've created some builds of the current CVS for bugtesting.

the build includes a debug build (_d), a release build (_r) and a release build for pentium 4 (_r_sse2).  I haven't been able to build fred2 with my new copy of visual studio 2005 yet, so that hasn't been included.

http://fs2source.warpcore.org/exes/latest/February2007/fs2_open_02032007.zip
Title: Re: 02/03/07 Build
Post by: phreak on February 03, 2007, 03:02:29 pm
oh and report major bugs on mantis. 
i am not responsible if your PC dies
Title: Re: 02/03/07 Build
Post by: Zacam on February 04, 2007, 09:21:44 pm
Would "All of the Cutscene OGG files have a Green cast/tint to them over-riding all other colors" count?
This is on both _r and _r_sse2.
Title: Re: 02/03/07 Build
Post by: taylor on February 04, 2007, 09:49:44 pm
Would "All of the Cutscene OGG files have a Green cast/tint to them over-riding all other colors" count?
Not sure why it's green, everyone else tends to report red, but this should be fixed in my own builds.  I just haven't gotten the updated code in HEAD yet.
Title: Re: 02/03/07 Build
Post by: Trivial Psychic on February 04, 2007, 11:48:28 pm
Simulated speech is inoperative for this build, as well as one of Taylor's builds from late last month.  Kara's recent HEAD build from the 1st of this month plays it no problem though.  Will Mantis this as well.
Title: Re: 02/03/07 Build
Post by: taylor on February 04, 2007, 11:52:17 pm
Simulated speech is inoperative for this build, as well as one of Taylor's builds from late last month.  Kara's recent HEAD build from the 1st of this month plays it no problem though.  Will Mantis this as well.
Speech is disabled by default, and each person making a build has to remember to enable it.  I don't care about speech (or voice recognition) so I tend not to take the time to change the project file and rebuild everything to enable it.  It's not a bug, just something we don't like to bother with unless it's important (like an official build).
Title: Re: 02/03/07 Build
Post by: Zacam on February 05, 2007, 12:34:20 am
Any particular reason this version (any exe) want's to send an error report to M$ whenever I enter "F3"?
Title: Re: 02/03/07 Build
Post by: karajorma on February 05, 2007, 02:02:48 am
Speech is disabled by default, and each person making a build has to remember to enable it.  I don't care about speech (or voice recognition) so I tend not to take the time to change the project file and rebuild everything to enable it.  It's not a bug, just something we don't like to bother with unless it's important (like an official build).

Yep. Cause I playtest missions a lot that I like having voice synth active so I don't have to read the messages to know that they're being triggered. For that reason I almost always have voice synth active in my builds. I set up for voice recognition cause when I was adding voice synth it was just one more word to add in the build settings.

For me it's a hassle to not have voice synth active so I usually do. I can't blame the other coders for not going to the hassle of getting the MS speech SDK up and running though.
Title: Re: 02/03/07 Build
Post by: Tolwyn on February 05, 2007, 03:35:43 am
does this build have the new shield code ("projected shields")?
Title: Re: 02/03/07 Build
Post by: phreak on February 05, 2007, 09:49:41 am
does this build have the new shield code ("projected shields")?

i don't know, you should just try it and see if it works.
Title: Re: 02/03/07 Build
Post by: Trivial Psychic on February 06, 2007, 12:52:23 am
Yep. Cause I playtest missions a lot that I like having voice synth active so I don't have to read the messages to know that they're being triggered. For that reason I almost always have voice synth active in my builds. I set up for voice recognition cause when I was adding voice synth it was just one more word to add in the build settings.

For me it's a hassle to not have voice synth active so I usually do. I can't blame the other coders for not going to the hassle of getting the MS speech SDK up and running though.
Good to know.  I'm working on my own project, and I use simvoice to gauge my message timings, as well as spelling and grammar sometimes.  Sometimes I wish though, that there were both more voices available, and the ability to use them all at once, binding them to different messages, so the same voice wasn't delivering all the lines.  Doubt its gonna happen though.
Title: Re: 02/03/07 Build
Post by: karajorma on February 06, 2007, 01:19:12 pm
Random Tiger is the only coder who really understood the voice code.
Title: Re: 02/03/07 Build
Post by: neoterran on February 06, 2007, 05:40:54 pm
please make sse build instead of sse2. It has about 90 percent of the performance benefit from using sse2 and usable on a lot more CPUs
Title: Re: 02/03/07 Build
Post by: phreak on February 06, 2007, 08:57:47 pm
please make sse build instead of sse2. It has about 90 percent of the performance benefit from using sse and usable on a lot more CPUs

I can do both :)
Title: Re: 02/03/07 Build
Post by: Wanderer on February 07, 2007, 11:43:20 pm
When i press F3 in the main hall, regardless of mods, i hit this..

(http://koti.mbnet.fi/vekkup/error_2007_02_08.jpg)
Title: Re: 02/03/07 Build
Post by: Grizzly on March 17, 2007, 02:39:58 pm
Your graphics card can't handle a modle or sort...
Title: Re: 02/03/07 Build
Post by: Wanderer on March 18, 2007, 03:32:08 am
What do you think i meant with 'regardless of mods'?

That is to say that the this problem (which doesn't appear on current builds) was not related (at least directly) to any model file but appeared regardless of the loaded data.