Author Topic: 17th May CVS Build  (Read 34049 times)

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Offline karajorma

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17th May CVS Build
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
FRED2_Open

*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.

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Offline Trivial Psychic

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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.  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.
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Offline ME$$ENGER

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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.

 

Offline ME$$ENGER

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Here's a screenshot with the artifacts:



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. :(
« Last Edit: May 17, 2006, 12:38:01 pm by ME$$ENGER »

 

Offline DaBrain

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Can you post your command line?

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

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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 :Dhttp://www.openal.org/downloads.html
« Last Edit: May 17, 2006, 01:34:00 pm by Scuddie »
Bunny stole my signature :(.

Sorry boobies.

 

Offline ME$$ENGER

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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.

 

Offline pecenipicek

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neither the taylors build (13th may) nor this one will load. curious a bit...
Skype: vrganjko
Ho, ho, ho, to the bottle I go
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Rain may fall and wind may blow,
and many miles be still to go,
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Offline karajorma

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Have you installed OpenAL?
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Offline Scuddie

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Was something done to the sound engine to warrant an OpenAL upgrade BTW?
Bunny stole my signature :(.

Sorry boobies.

 

Offline taylor

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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.

 

Offline Trivial Psychic

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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.
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Offline Scuddie

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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?
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Offline taylor

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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.

 

Offline karajorma

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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.
« Last Edit: May 18, 2006, 02:35:20 am by karajorma »
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Offline taylor

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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.

 

Offline pecenipicek

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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
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline Mars

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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)

 
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:)

 

Offline ME$$ENGER

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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?