Linux user can download the source from the downloads location (http://code.google.com/p/wxlauncher/downloads/list) on our website. It has been tested on Ubuntu 9.10 and Slackware ???.
Profiles don't seem to either be saving or loading properly as loading in a previously saved profile results in no change for me.
I'll keep on using it for now and hopefully won't hit showstoppers =)
FreeSpace version: 3.6.11.1111
Passed cmdline options:
-env
-mipmap
-missile_lighting
-glow
-3dshockwave
-dualscanlines
-orbradar
-targetinfo
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-warp_flash
-mod blueplanetSVN,no_adv_radico,blueplanetSVNxtras
adaricons,blueplanetSVN est_bp2,blueplanetSVNlueplanet2,blueplanetSVN est_bp,blueplanetSVNlueplanet,mediavps
-no_set_gamma
-no_glsl
-debug_window
-window
Building file index...
Found root pack 'D:\FS2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'D:\FS2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'D:\FS2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'D:\FS2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'D:\FS2\mediavps\mv_music.vp' with a checksum of 0x4dbbbe96
Found root pack 'D:\FS2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\FS2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\FS2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\FS2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\FS2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\FS2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\FS2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\FS2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\FS2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\FS2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\FS2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\FS2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\FS2\blueplanetSVN\' ... 103 files
Searching root 'D:\FS2\no_adv_radico\' ... 0 files
Searching root 'D:\FS2\blueplanetSVNxtras
adaricons\' ... 0 files
Searching root 'D:\FS2\blueplanetSVN est_bp2\' ... 0 files
Searching root 'D:\FS2\blueplanetSVNlueplanet2\' ... 0 files
Searching root 'D:\FS2\blueplanetSVN est_bp\' ... 0 files
Searching root 'D:\FS2\blueplanetSVNlueplanet\' ... 0 files
Searching root 'D:\FS2\mediavps\' ... 8 files
Searching root pack 'D:\FS2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'D:\FS2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'D:\FS2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'D:\FS2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'D:\FS2\mediavps\mv_music.vp' ... 32 files
Searching root 'D:\FS2\' ... 56 files
Searching root pack 'D:\FS2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\FS2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\FS2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\FS2\root_fs2.vp' ... 157 files
Searching root pack 'D:\FS2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\FS2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\FS2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\FS2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\FS2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\FS2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\FS2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\FS2\warble_fs2.vp' ... 52 files
Found 26 roots and 10803 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Failed to init speech
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: 32, double-buffer: 1
OpenGL Vendor : ATI Technologies Inc.
OpenGL Renderer : ATI Radeon Xpress 1200 Series
OpenGL Version : 2.1.8544 Release
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_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
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".
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".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Unable to find extension "GL_ATI_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Max texture units: 8 (8)
Max elements vertices: 2147483647
Max elements indices: 16384
Max texture size: 2048x2048
Can use compressed textures: YES
Texture compression available: YES
Using bilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka! Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'! Error code = 5.
TBM => Starting parse of 'flak-sct.tbm' ...
TBM => Starting parse of 'velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka! Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM => Starting parse of 'mv_music-mus.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_density-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 1517
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame 0 too long!!: frametime = 0.421 (0.421)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Freeing all existing models...
... Log closed, Fri Feb 05 11:18:51 2010
# PLEASE NOTE ALL INI SETTINGS ARE *OPTIONAL*
# modname: Display name only, so you can have spaces instead of underscores for multi word MOD's
# image255x112: Location of a 255x112 bmp you wish to display in the launcher
# infotext: Text that will appear in the launcher
# website: Link to your website
# forum: Link to your forum
[launcher]
modname = Blue Planet SVN;
infotext = no_advanced;
website = http://blueplanet.hard-light.net;
forum = http://www.hard-light.net/forums/index.php/board,169.0.html;
[multimod]
primarylist = blueplanetSVN;
secondarylist = blueplanetSVN\extras\radaricons,blueplanetSVN\test_bp2,blueplanetSVN\blueplanet2,blueplanetSVN\test_bp,blueplanetSVN\blueplanet,mediavps;
[snip]The font is because it was reverted so that it is working, but it will have a much better presentation when finished.
There are several things going wrong here. Why is the feature list using a different (extremely ugly) font, and not the system default one? Why is the preset selector not rendered correctly? Why doesn't the current commandline text field show the entire current commandline, including the -mod arguments?
Oh, and the links on the Welcome page should probably be to the Hard-Light Wiki and the Hard-Light Forums. There are a few different FS2 forums out there, and even though HLP is the biggest, we are not the only ones :)The URL of the Troubleshooting FAQ is? I was only aware of gamewarden as being the only other active FS2 site, though at that this launcher is specific to the SCP's FS2Open.
While we're on the subject of links, please provide one to the Troubleshooting FAQ.
The image retrieval code does not seem to be able to handle a nested mod folder structure. In this case, both "Blue Planet" and "Blue Planet 2" should show images, they don't.I was not aware that FSO even supported paths in the -mod line.
The folder structure looks like this:
blueplanetsvn\
---blueplanet -> For AoA
---blueplanet2 -> For Wih
When using the mod.ini for one of the mod folders, the Launcher mangles the -mod argument beyond recognition:
This is the mod.ini used:Code: [Select]# PLEASE NOTE ALL INI SETTINGS ARE *OPTIONAL*
# modname: Display name only, so you can have spaces instead of underscores for multi word MOD's
# image255x112: Location of a 255x112 bmp you wish to display in the launcher
# infotext: Text that will appear in the launcher
# website: Link to your website
# forum: Link to your forum
[launcher]
modname = Blue Planet SVN;
infotext = no_advanced;
website = http://blueplanet.hard-light.net;
forum = http://www.hard-light.net/forums/index.php/board,169.0.html;
[multimod]
primarylist = blueplanetSVN;
secondarylist = blueplanetSVN\extras\radaricons,blueplanetSVN\test_bp2,blueplanetSVN\blueplanet2,blueplanetSVN\test_bp,blueplanetSVN\blueplanet,mediavps;
Installer screws up royally if I try to put it in C:\Games\wxLauncher... the launcher can't find the splash screen, then keels over dead. Works fine if I install it to the default place, though.I have not been able to reproduce this using the installer from the downloads page. Can you please list your procedure how you got to this error?
This is on Windows 7 (Premium)
Looking through the code package, I have a few suggestions. They might be annoying and you might not like re-doing a lot of stuff, but:Reorgainzing the code layout has been considered, but at this time I do not see the benefit especially with the names of the files.
Organization. Separate the code files for each of the distinctive tabs/etc into sub-folders with a defined folder for anything global and another for any includes. Just having it all sitting in the root of /code/ can make it interesting to situate which file does what, often despite the fact that they have fairly clarifying names to them.
This way, expansion on existing features can take place with additional files with sub-folders or the primary Global folder. It will also make for situating various "project" environment files easier.
A way to group and filter the list of mods would be nice too. Like a textbox, for example, where I can type in "BL" and then the list would only show mods that contain "BL" (with different priorities: name starting > name contains > description starting > description contains).Hmm, interesting idea.
Another idea would be a Multiplayer page which would let people see who's waiting for a game and/or is logged in. At the very least a 2.0 (if not 3.0 lol) idea but might as well dream big.Does multi-player even have support for this type of thing? Nevertheless, it is defiantly something for the future.
I have not looked at the source but from what I see in the executable you need to use sizers, it will make your interface a lot cleaner and dynamic.We are using sizers (everywhere actually) , which is why some of the elements are so flattened against each other as the sizers do not have any boarders set. What specifically were you thinking was not done with sizers?
also make the play button a lot bigger and prominent.
How exactly is skinning supposed to work? Create a resources directory in the game's folder?The mod.ini and the tc's mod.ini ( a mod.ini in the root of the TC folder) are supposed to configure the launcher's skin (mostly just the icons, fonts and colours), but this support is not implemented so, currently the only way to reskin is to change the resources in the launchers resource folder and/or making changes to the defaults in SkinSystem.cpp.
The URL of the Troubleshooting FAQ is? I was only aware of gamewarden as being the only other active FS2 site, though at that this launcher is specific to the SCP's FS2Open.
I was not aware that FSO even supported paths in the -mod line.
It seems I was aware of the FAQ, but for some reason did not register the name.QuoteThe URL of the Troubleshooting FAQ is? I was only aware of gamewarden as being the only other active FS2 site, though at that this launcher is specific to the SCP's FS2Open.
I think I just lost a bit of my will to live. If even reasonable people who are actively working on the project don't know this........
http://www.hard-light.net/forums/index.php?topic=56279.0
As for other site, well, there's sectorgame and freespace.pl, for example.
I have not looked at the source but from what I see in the executable you need to use sizers, it will make your interface a lot cleaner and dynamic.We are using sizers (everywhere actually) , which is why some of the elements are so flattened against each other as the sizers do not have any boarders set. What specifically were you thinking was not done with sizers?
also make the play button a lot bigger and prominent.
A minimize button.Windows does not allow having the context help question mark and a minimize/maximize box on the title bar at one time. That being said we are going to have to do something so that there is a context help button on linux and OSX as they do not provide those as options.
So far we have not had any reason to make the interface move controls around that is why they are "static". As for the window not being re-sizable, it is consciously that way because as with moving the controls we have not seen the point. That is, all of the controls and the layout are designed to be more or less the same size no matter the resolution.I have not looked at the source but from what I see in the executable you need to use sizers, it will make your interface a lot cleaner and dynamic.We are using sizers (everywhere actually) , which is why some of the elements are so flattened against each other as the sizers do not have any boarders set. What specifically were you thinking was not done with sizers?
also make the play button a lot bigger and prominent.
well the layout seems static, for one thing the border isn't resizeable, for another thing the controls aren't distributed evenly. I supposed this could just be because it's an early build, but that's normally the first thing I fix with interface code, before I even make the interface functional. but I suppose that's just the way I do it.
A minimize button.
And I'm probably the only one to encounter this, but I have an application called WinRoll that allows me to "window shade" rollup windows,
If I "roll up" the wxLanucher, the "Advanced Settings" feature list then completely fills the window on roll down and nothing else is available, necessitating a restart.
What are profiles btw?
Profiles are one of the biggest features introduced by wxLauncher. It allows you to save various "snapshots" of the launcher settings, for ease of access. Think of them like the "save" feature in the modern games. You can save your current settings and restore them later.
What are profiles btw?
Set a "Profile" group in said mod.ini (or whatever) that suggests recommended settings for the mod that they can play with, or they can select their own profile.
Problems: solved.
Do you think it's possible to implement a "multi mode" button? I have a number of things for testing inside my data folder (because I use them with other mods) and thus have a separate folder that I rename to "data" whenever I try multiplayer in order to get it clean. Something like that would be nice.
Anyone with ideas about how that ought to work?
[multimod]
primarylist = ;
secondarylist = mediavps;
[multimod]
primarylist = ;
secondarylist = blueplanet,mediavps;
The installer automatically picks Program Files as install location. This is not advisable on Vista/Win7 as writing to Program Files requires admin privileges. By default install location should be C:\Games\FreeSpace2 as this is default in the FS2 installation. Total Conversions on the other hand either will package this with their downloads or have clear installation instructions.This launcher is not intended or designed to be installed directly in the FS2 (or any other TC's) folder. This launcher is designed to be completely independent of the mod of FSO installed.
In the mod selection list, it is a bit annoying that infotext disappears when you select mod.This certainly can be changed, it is mostly like this because when the list was designed there was not going to be enough room. Does anyone like the infotext disappearing when a mod is selected?
For some reason wxLauncher does not detect OpenAL and detect is grayed out.Hmm, can you run the debug build (linked at the bottom of my original post) and post the log (instuctions for finding it in the Original post).
Another issue is that the launcher seems to think Windows reports 1 joystick with 3 or 4 plugged in. Old launcher only displays one. Calibrate button doesn't work for any of the four joysticks and they're all named as "Microsoft PC joystick driver", making it a wee bit harder to find the one that is actually my joystick.Hmm, do you have any other controllers installed, like a game pad? In any case, as above I would need to see a log from a debug build.
And finally, profiles still doesn't seem to work. No matter what settings I tick, once I press "Play" the launcher uses default settings. None of the settings in mods, basic settings or advanced settings are used.Hmm, can you also include the profile files. They are in the same folder as the log and are name pro*.ini.
Launcher doesn't seem to detect uniquely named fs2 open executables, only those that follow certain naming scheme. Didn't find a way to select differently named exes manually either.Currently it will only enumerate executables that start with fs2_open. I was not aware of exes that are FSO that do not have that naming scheme. I will talk to kkmic about adding a way to add exes separately.
As I couldn't get the launcher to use any settings beyond very defaults, I'll let you know more feedback once these have been sorted out.Okay, looking forward to the additional information as I am not sure what you are getting at here.
It seems that with this launcher I can no longer use fs2_open exe directly to fire up my games. I only used the old launcher when I needed to change mod folder or change a setting, other than that I always used fs2 open exe directly. Oh well, I'll adapt I think. :pHmm, I will have to look into this because it is not supposed change anything in that regard.
If you're installing a program, installing to program files shouldn't be a big deal. Needing admin privs for that shouldn't be a problem. Subsequently writing data to that directory, however, is.The only time the launcher should be have its folder written to is when it is being upgraded. Everything that this launcher writes is done to its folder in the users profile or to the TC's folder (fso_cmdline.cfg).
I wouldn't get too heavy into file name parsing, we don't exactly have a standard. Filenames have traditionally started with fs2_open though, but having a 'show all exes' option would be helpful. Does this launcher include FRED launching support by the way?Not currently but it is planned, the button for it even is still in the code, but it is currently commented out.
I think the WMBAI thing is kinda corny. Would prefer something a little sharper.
When a TC/Retail folder isn't set yet, just take me to Basic Settings or something, don't tell me I have to go there. Or ask me directly for the info needed (where the TC is, etc).
Like I said before, not a huge fan of the filename parsing. It's not going to stay consistent probably, as much as I'd like. Either just showing filenames, having an 'all' option to actually pick the exe from a popup window, or polling the exes for the version data directly when that is finished would be preferred.We thought that all/most exes include the "fs2_open" string. A "show all executables" option would be nice, but then we rely on the user that he knows which exe he selects. Not good for non-technical users.
Do AA/AF and texture filtering settings do anything yet? Didn't think they did.Not for the moment. AFAIK they are passed to FSO but the engine does not know how to use them.
Port/IP should somehow indicate that they are optional overrides. Also Port defaults to 0 instead of empty string, seems misleading.They are mentioned as optional in the help file.
Activate button is not disabled for the active mod.Keeping the images' original size for the mod list will result in a big entry for each item from that list. We'll look into a smooth scaling method. As for the activate button, we'll keep it active as long as the old launcher is around.
Mod image looks horrible stretched to fit current size. Will it handle an image that doesn't need scaling at least?
Need way to go to wiki entry for a command line option from the Advanced Settings tab.There will be a description displayed by the launcher in the right panel and an option to open the wiki page.
That's all the nitpicks I have so far. Might be some that are just uncompleted features, but figured I'd include everything now.Well, the launcher is in the Alpha stage (http://en.wikipedia.org/wiki/Software_release_life_cycle#Alpha), so there are a lot of things that do not work or are not yet implemented. Bear with us :p
Well, if we can get to some sort of standardized naming scheme, including everything after the fs2_open, that'd be great. We just don't have one currently so it's not telling enough info a lot of the time. Sometimes we even rename builds ourselves because the coders who released them don't give them any extra designation, those would probably not follow any scheme at all (mine still all start with fs2_open though).Like I said before, not a huge fan of the filename parsing. It's not going to stay consistent probably, as much as I'd like. Either just showing filenames, having an 'all' option to actually pick the exe from a popup window, or polling the exes for the version data directly when that is finished would be preferred.We thought that all/most exes include the "fs2_open" string. A "show all executables" option would be nice, but then we rely on the user that he knows which exe he selects. Not good for non-technical users.
Who reads help files? :PPort/IP should somehow indicate that they are optional overrides. Also Port defaults to 0 instead of empty string, seems misleading.They are mentioned as optional in the help file.
The only reason the activate button doesn't disable for the currently active mod, is because of the old launcher? That sounds silly as it doesn't make much sense there either. Not even quite sure what you're talking about actually. There's no functionality exactly like that in the old launcher.Activate button is not disabled for the active mod.Keeping the images' original size for the mod list will result in a big entry for each item from that list. We'll look into a smooth scaling method. As for the activate button, we'll keep it active as long as the old launcher is around.
Mod image looks horrible stretched to fit current size. Will it handle an image that doesn't need scaling at least?
Well, the launcher is in the Alpha stage (http://en.wikipedia.org/wiki/Software_release_life_cycle#Alpha), so there are a lot of things that do not work or are not yet implemented. Bear with us :pYup. Forgot to say, outside of all my nitpicks it's pretty awesome so far. Keep it up.
And thanks for the detailed post.
As I mentioned above, kkmic and I are discussing our options and where we are going to put the button and/or options.Well, if we can get to some sort of standardized naming scheme, including everything after the fs2_open, that'd be great. We just don't have one currently so it's not telling enough info a lot of the time. Sometimes we even rename builds ourselves because the coders who released them don't give them any extra designation, those would probably not follow any scheme at all (mine still all start with fs2_open though).Like I said before, not a huge fan of the filename parsing. It's not going to stay consistent probably, as much as I'd like. Either just showing filenames, having an 'all' option to actually pick the exe from a popup window, or polling the exes for the version data directly when that is finished would be preferred.We thought that all/most exes include the "fs2_open" string. A "show all executables" option would be nice, but then we rely on the user that he knows which exe he selects. Not good for non-technical users.
What kkmic is referring to is that the current launcher (or any other launcher for that matter) can change the current mod that is represented in the cmdline_fso.cfg file, but wxLauncher does not read the contents of the environment after its first run. wxLauncher gets its settings from its profiles and pushes them into the places that FSO looks for them, so actually it does not matter if the mod is changed outside of wxLauncher as it will erase any changes that are made outside of wxLauncher.The only reason the activate button doesn't disable for the currently active mod, is because of the old launcher? That sounds silly as it doesn't make much sense there either. Not even quite sure what you're talking about actually. There's no functionality exactly like that in the old launcher.Activate button is not disabled for the active mod.Keeping the images' original size for the mod list will result in a big entry for each item from that list. We'll look into a smooth scaling method. As for the activate button, we'll keep it active as long as the old launcher is around.
Mod image looks horrible stretched to fit current size. Will it handle an image that doesn't need scaling at least?
Hmm, can you run the debug build (linked at the bottom of my original post) and post the log (instuctions for finding it in the Original post).Can't run debug launcher because it gives error "The application has failed to start because its side-by-side configuration is incorrect."
Fixed, rebuilt the debug wxLauncher to use the same runtime that was included in the installer.Hmm, can you run the debug build (linked at the bottom of my original post) and post the log (instuctions for finding it in the Original post).Can't run debug launcher because it gives error "The application has failed to start because its side-by-side configuration is incorrect."
Debug log here: http://hlp.pastebin.com/m2470e5ae
However, the debug launcher works better than standard one for some odd reason. Except that cloning settings from one profile to another doesn't work. But at least debug saves settings, which standard didn't.
Announcing wxLauncher 0.7.8 public alpha
[opt]
configfred=1
the .deb is 64 bit, might want to make a 32 bit version :)Hmm, so it is. Strange no one has mentioned anything about it till now. :doubt:
This is a great development. Thanks jg18.
We will see ;)This is a great development. Thanks jg18.
A great development no doubt. But is it also great development? That remains to be seen ;7
This is a great development. Thanks jg18.
A great development no doubt. But is it also great development? That remains to be seen ;7
Everything you need to know is in this thread (http://www.hard-light.net/forums/index.php?topic=47640.0). I don't have any beams handy so someone else will have to do that. Welcome to the HLP. :)Thanx :D
File "scripts/onlinehelpmaker.py", line 17
print "ERROR: Unable to import markdown the markup parser."
^
SyntaxError: invalid syntax
make[2]: *** [CMakeFiles/helpmaker] Error 1
make[1]: *** [CMakeFiles/helpmaker.dir/all] Error 2
make: *** [all] Error 2
import markdown
So let's say a certain soon-to-release total conversion wanted to use this, have the launcher pre-configured with a set of command-line flags and settings so that it's immediately ready to go, and not mention FS2 at all. Listing TC-specific mods would be a definite bonus.Removing mention of FS2 will require (some) modification of the source code (change some strings basically).
How much of this is possible right now without changing the source? What would I need to do this?
What are the barriers preventing me from using wxlauncher as part of a TC release?I would highly suggest looking at a "trunk" build of wxLauncher for a TC release.
Straightforward bug I'm running into:
I seem stuck with 16-bit color depth, no matter what I set the "color depth" option to.
Straightforward bug I'm running into:
I seem stuck with 16-bit color depth, no matter what I set the "color depth" option to.
[opt]
configfred=1
5.5g works just fine. Does it need to be dropped since it requires no installation to be used?
This is great. How far would you say are we from recommending this as the official Launcher over 5.5g?Thanks. Glad you like the new version. :)
Hi!
I see this application.
1. This app can't works. If I click to "play" I get error messages: "Unable to write FSO2 settings to registry (0x2)
If run this app with admin rights, this app is working, "play" is executed.
2. Basic settings tab / joystick / calibrate don't works. (With launcher 5.5g this is works)
3. If I click to play, game is started, but language settings in registry is lost.
This is mean: If I set language to German is registry, with wxLauncher game language is english. With launcher 5.5g, language is equal with registry settings.
Thanks.
Win7 x64 FSO2 3.6.12, wxLauncher version is 0.9.0
(...)
We should not be setting language whatsoever. The log will probably help here though. I have assigned issue 82 (https://code.google.com/p/wxlauncher/issues/detail?id=82) to this problem.
Okay, issue 82 has been updated to reflect the clarified information.
How FSO interacts with the registry has many flaws and manifests various issues, however, considering that wxLauncher is reported to work for many testers (though I don't think any of them use a non-English install of Freespace 2), I don't see how wxLauncher can be getting the registry path incorrect, however, please get me the wxLauncher.log from a debug install of wxLauncher so that I can see what the problem is and then I can actually help you.
HiOh I see. In the future when someone asks you for a log, please reply to their post rather than attaching it to a previous one.
See log file in my first post.
My FS2 install is english, but my OS is not english.Huh? So then what is the problem? If your FS2 install is English then it doesn't matter what language is set in the registry for FSO (at least as far as I know, being an English speaker, running an English FS2, on an English Windows 7 x64, but being a wxLauncher dev and a SCP dev, I am fairly familiar with the code that FSO has to deal with languages)?
Why I think this app uses wrong registry path? Simple.Indeed. I know this all too well. That is why I am confused, wxLauncher goes to extensive lengths to get this just right becuase of how messed up FS2/FSO and the windows registry virtualization and 32-bit registry virtualization is. wxLauncher includes a registry_helper.exe whose job it is to make all of the magic happen, so I suppose the real question is, why do you have to run wxLauncher as admin, when everyone else is able to run wxLauncher as a normal user. registry_helper cannot do its job if wxLauncher has been run as admin.
Without admin rights, this app is crashed, with admin rights, not.
Vista and Win7 limit the registry uses for applications.
See my previous post, and registry key :"VirtualStore"
VirtualStore mean, OS is denided to registry use of applications, and place to under VirtualStore key.
If this app is crashed, then this app can't handle this situation (OS is denided access to required registry key).
With admin rights, I see, wxLauncher created registry path this: [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Volition\Freespace2]
This is different from original registry path, therefore can't use original language registry key (third problem).
My FS2 install is english, but my OS is not english.Huh? So then what is the problem? If your FS2 install is English then it doesn't matter what language is set in the registry for FSO (at least as far as I know, being an English speaker, running an English FS2, on an English Windows 7 x64, but being a wxLauncher dev and a SCP dev, I am fairly familiar with the code that FSO has to deal with languages)?
(...)
The log that you attached to the post above does not show the registry helper being invoked, which means either you didn't try to start FSO during that run or you ran wxLauncher as admin. The log also does not show wxLauncher's shutdown, so please rerun the debug wxLauncher as a regular user, run FSO, and then after it fails exit wxLauncher so that the log gets flushed.
I have translation (mod).... new version needs change language registry key from default.Ahh, I see.
Previous log show: wxLauncher run with normal user (not admin), click to play, this app show error window, ask: "do you want stop the program?" I click to yes. After wxLauncher is freeze.Okay.
Now this attached log show: wxLauncher run with normal user (not admin), click to play, this app show error window, ask: "do you want stop the program?" I click to No. I get "unable to write registry" messages. After I close this app.
Can you please take screenshots of these dialog that pop up?
I have reviewed the log and it is telling me that the access denied error comes from being unable to create a temporary directory, which wxLauncher uses to communicate with the registry_helper. Because this file cannot be created, it then fails to open the non-existent file for writing, obviously this doesn't work so well.
Please generate a wxLauncher.log the same as you did this time, with this new build (https://www.box.com/s/8c81e86cbd08420e7f74) so we can try and figure out how we are failing to create a temporary directory.
Also, please post or attach the output of the set command when you run it in a command prompt.
echo >C:\TMP\test.file
in the same ordinary command prompt, what happens?Thank you.
The dialog is because there is no file to open.
Why is TMP and TEMP set to C:\TMP and not a directory in your profile? If you runCode: [Select]echo >C:\TMP\test.file
in the same ordinary command prompt, what happens?
From the log it appears that wxLauncher is trying to use C:\TMP as the temporary directory, but your user account does not have access to the directory for some reason.
echo >C:\TMP\test.file
I get test.file in C:\TMP dir, contain: "ECHO ON".Hi!Okay. So after some more research.
Because this is short path. If I execute this command:Code: [Select]echo >C:\TMP\test.file
I get test.file in C:\TMP dir, contain: "ECHO ON".
I see C:\TMP driectory rights, and I see, I have full access to this directory.
Hi!Okay. So after some more research.
Because this is short path. If I execute this command:Code: [Select]echo >C:\TMP\test.file
I get test.file in C:\TMP dir, contain: "ECHO ON".
I see C:\TMP driectory rights, and I see, I have full access to this directory.
1) Try running wxLauncher as a normal user with you antivirus disabled. What antivirus software are you running?
2) Microsfot KB 892613 (http://support.microsoft.com/kb/982613) sounds like it may apply to this situation, please try the hotfix in the KB if you feel safe to do so.
Hi!Hello
My system is working correctly. Problem with only this application. Why do you think this is problem with my computer and not with wxLauncher? All other applications working correctly.
I try turn off already my antiviurs and other defense software, but nothing change. Antivir Avira & Comodo firewall my defense systems.
I see this hotfix, but this is old date,
Kernelbase.dll patch version is: 6.1.7600.20693
Kernelbase.dll on my system: 6.1.7601.17651, 6.1.7601.21772 etc... this is newer than patch date.
But if I run this patch, patcher is say (translated): This patch is invalid for this computer. I try x86, x64 patch too (not ia64). This is old patch, and outdated I think, and I see.
cacls %TMP%
cacls %TEMP%
cacls %LOCALAPPDATA%\Temp
3) Try running wxLauncher after defining TMPDIR to be C:\Users\totya\AppData\Local\Temp...I had noticed that the hotfix was older, but it didn't call out what service pack it was for so I figured may as well try it. However the hotfix is the first result in google for "GetTempFileName Access Denied", which is the problem that you are having. This made the hotfix seem like a good idea to try, especially after reading the description it could very well have been the cause of the problem.
... if I run this patch, patcher is say (translated): This patch is invalid for this computer. I try x86, x64 patch too (not ia64).
...please don't take offence to the solutions that I am proposing. Its not personal, am not attacking you, its just tech support.
I have reviewed what you have written previously and I have some more questions (read, shots in the dark):
1) Why does TMP need to be a short path?
2) What is the output of:Code: [Select]cacls %TMP%
3) Try running wxLauncher after defining TMPDIR to be C:\Users\totya\AppData\Local\Temp
cacls %TEMP%
cacls %LOCALAPPDATA%\Temp
4) I have googled both of you Anti Virus products (why 2?) and they don't appear to have a specific reputation for interfering with temporary file creation (not really a surprise, but some Anti Virus can be really bad about interfering with a system).
5) The fix for the joystick calibration issue is in trunk and will be in the next release of wxLauncher. Thank you for pointing it out.
C:\Tmp NT AUTHORITY\Hitelesített felhasználók:(OI)(CI)F
totya-PC\totya:(OI)(CI)F
BUILTIN\Felhasználók:(OI)(CI)F
BUILTIN\Rendszergazdák:(ID)F
BUILTIN\Rendszergazdák:(OI)(CI)(IO)(ID)F
NT AUTHORITY\SYSTEM:(ID)F
NT AUTHORITY\SYSTEM:(OI)(CI)(IO)(ID)F
BUILTIN\Felhasználók:(OI)(CI)(ID)R
NT AUTHORITY\Hitelesített felhasználók:(ID)C
NT AUTHORITY\Hitelesített felhasználók:(OI)(CI)(IO)(ID)C
C:\Users\totya\AppData\Local\Temp NT AUTHORITY\SYSTEM:(OI)(CI)F
BUILTIN\Rendszergazdák:(OI)(CI)F
totya-PC\totya:(OI)(CI)F
I have googled both of you Anti Virus products (why 2?)
1. Different temp path is very popular, see google. Short path is need, if I don't want use cleaner applications. Delete temp files is recommended, example before install application, and I see easy this directory, contain, size...However, given that there's an easy tool for just this purpose that comes with Windows, this, to me, seems like one of those cargo-cult type things people keep doing because they've been doing them for a long time (like messing with Windows' pagefile settings for no reason).
I answered already:Sorry if I wasn't clear. That meant as an explanation of the reasoning, not a request for you to try again.... if I run this patch, patcher is say (translated): This patch is invalid for this computer. I try x86, x64 patch too (not ia64).
For me don't need this app, I try is, because I want look it, and I want help for developer, because I'm a good tester.Okay. Thank you. And thanks to your perseverance, I have now been able to reproduce your issue and because I could run the debugger on the code, I was able to quickly come up with a fix.
The problem wasn't that wxLauncher couldn't handle paths that were different than default, but it couldn't handle paths that did not have their immediate parent directory writable by wxLauncher. So in the case of C:\TMP, we were actually trying to use C:\ as the directory...
- easy setup/all feature onI removed "all features on" because it didn't make sense to me -- what would it mean for all features to be on? I was concerned that that option would confuse people. The "flag sets" box needs some more work, since it should change after you apply a flag set and then change the flag list yourself.
- video/aniso/AA settings (In game I don't see AA working with this settings)The anisotropic filtering and AA settings for FSO currently don't work in Windows. They do, however, work in Linux and OS X, so those settings appear in wxL on those platforms. Once they're working on Windows, the settings will be added to the Windows version of wxL.
- video general setings (lowest-high, "highest" option is missing but recommended :) ), use large textures checkbox..Adjusting the general settings in 5.5g didn't seem to have an effect the last time I tried, but as I remember, they change the in-game detail settings and correspond to the detail presets available in the in-game options. The "highest" option is deceptive in that it doesn't really max out all detail settings, which is the main reason I decided to leave the general settings out.
- audio/enable EFX (new speech effect on 3.6.14)This is the new sound code that was added after 3.6.12 was released. I'm currently working on adding support for it. It will appear in the next version (0.9.1).
- registry tab (show regisry settings)It would take significant work to make something like this on all platforms in wxL, and my opinion is that this functionality is really for advanced users. If people need to check the registry (or fs2_open.ini on OS X/Linux), they can use regedit on Windows (or a text editor on OS X/Linux). Also note that wxL doesn't make any changes to your registry until you press the Play button.
As someone who spends a lot of time on FSO support, what features would you like to see included before you think it could replace 5.5g
Truthfully, consolidating it would make a lot of sense. And is something that I have thought about implementing (though is a more generic way, probably using wxLauncher's internal representation of the data that is stored in the registry). This would probably implemented as part of the "I have a technical problem that I cannot solve" button or as a special support ninja menu (maybe accessible only via a keyboard combo) that has various debugging tools that the ninja's can ask people to use. It definitely does not need to be visible by default though.- registry tab (show regisry settings)It would take significant work to make something like this on all platforms in wxL, and my opinion is that this functionality is really for advanced users. If people need to check the registry (or fs2_open.ini on OS X/Linux), they can use regedit on Windows (or a text editor on OS X/Linux). Also note that wxL doesn't make any changes to your registry until you press the Play button.
Seems silly to implement a registry tab if we're going to go over to using .ini files eventually anyway.True, but wxLauncher still builds a representation of the settings internally that we could make available, and once reading the existing settings works (which would require implementation for every system anyway) we would always have that feature covered.
Just compiled and started wxLauncher on Lubuntu. The readme is well-written, allowing a linux noob like me to build an actual program :yes:Thats good to hear.
Encountered an issue with the program itself though. In the Basic Settings tab, FS2 or TC root folder selector: the pop-up window won't allow me to choose a directory, I only get ' cancel' and 'open' buttons.You should only get a cancel and an open button. You don't get a file tree to pick from? Can you please screenshot this?
Then a couple cosmetic things:Thanks. That is something we had forgotten about in the 'excitement' of the issues we have had with that tab. We will definitely make sure that it gets the same treatment that the Mods tab gets.
- w/o root folder selected, the Mods and Advanced Settings tabs both tell me that I should select a root folder; however they do so in different ways. The Mods tab has a nice panel with an info icon and message (word wrap is a little screwed up here), the Advanced Settings tab has a fairly cheapo-looking black-on-white message (also with bad word wrap).
- The 'Check out these links' window is sized a little poorly, see screenshot.Is that the default font size for your system? It seems to be absurdly large. The wxLauncher window is the same height (in pixels) as what I have here but the font is much larger all around. Hmm....
You should only get a cancel and an open button. You don't get a file tree to pick from? Can you please screenshot this?
Is that the default font size for your system? It seems to be absurdly large. The wxLauncher window is the same height (in pixels) as what I have here but the font is much larger all around. Hmm....
As for your comparison of 5.5g and wxL, here's an explanation: (...)
==> In the "Custom Flags field" copy & paste (Without the quotes):
"-ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5"
Yeah, we'll work on coming up with something better, although a start might be wrapping the text to suit whatever font size is in use. Currently, the newlines are hardcoded into the messages.Then a couple cosmetic things:Thanks. That is something we had forgotten about in the 'excitement' of the issues we have had with that tab. We will definitely make sure that it gets the same treatment that the Mods tab gets.
- w/o root folder selected, the Mods and Advanced Settings tabs both tell me that I should select a root folder; however they do so in different ways. The Mods tab has a nice panel with an info icon and message (word wrap is a little screwed up here), the Advanced Settings tab has a fairly cheapo-looking black-on-white message (also with bad word wrap).
Hmm, interesting. Iss or I should probably get Lubuntu and see if we can reproduce this.You should only get a cancel and an open button. You don't get a file tree to pick from? Can you please screenshot this?
It's the regular file selection window, just with all files greyed out and only directories selectable. But I can't find a way to actually return a folder: the "Open" button will just go into the directory and display its contents, instead of returning to the launcher.
What's the default font size for your system? In GNOME, you can check it from the menu using System >> Preferences >> Appearance and then selecting the Fonts tab, but I don't know offhand how to check it in LXDE, which is what Lubuntu uses. I'm using Ubuntu Lucid (10.04) and the default font size is 10, and all of the text fits fine. We'll see what we can do to make that text area scrollable and/or perhaps enforce a specific font size in that text area.Is that the default font size for your system? It seems to be absurdly large. The wxLauncher window is the same height (in pixels) as what I have here but the font is much larger all around. Hmm....
It appears to be the default font size, yeah. Now that you mention it, it is kinda large compared to my Windows boot. It's a fresh install of Lubuntu 12.04 though, can't remember to have fiddled with the font sizes.
"all features on" this is mean for me: all-features-on. :) All new features turned on, example all graphics enhanced options, all 3D HUD options, all gameplay options etc. It's not really important, but short way.Hm, ok, but your definition of "all features on" doesn't seem to fit the FSO team's definition (see here (https://svn.icculus.org/fs2open/branches/fs2_open_3_6_14/code/cmdline/cmdline.cpp?view=markup), starting at the line
Flag exe_params[] =
So once again, I didn't want to confuse users when it wasn't clear what "all features on" meant.Other: In "lighting preset" tab, I think good idea add to MediaVP 3.6.12 deafult recommended preset.This setting used to be in the wiki until Zacam changed it (http://www.hard-light.net/wiki/index.php?title=Sample_Lighting_Settings&diff=35477&oldid=30682) last July, which led me to believe that that setting was no longer the FSU team's recommended setting, which is why it's not in the launcher.Code: [Select]==> In the "Custom Flags field" copy & paste (Without the quotes):
"-ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5"
But it's not important.
Yeah, we'll work on coming up with something better, although a start might be wrapping the text to suit whatever font size is in use. Currently, the newlines are hardcoded into the messages.
Hmm, interesting. Iss or I should probably get Lubuntu and see if we can reproduce this.
What's the default font size for your system? In GNOME, you can check it from the menu using System >> Preferences >> Appearance and then selecting the Fonts tab, but I don't know offhand how to check it in LXDE, which is what Lubuntu uses. I'm using Ubuntu Lucid (10.04) and the default font size is 10, and all of the text fits fine. We'll see what we can do to make that text area scrollable and/or perhaps enforce a specific font size in that text area.
Other: In "lighting preset" tab, I think good idea add to MediaVP 3.6.12 deafult recommended preset.This setting used to be in the wiki until Zacam changed it (http://www.hard-light.net/wiki/index.php?title=Sample_Lighting_Settings&diff=35477&oldid=30682) last July, which led me to believe that that setting was no longer the FSU team's recommended setting, which is why it's not in the launcher.Code: [Select]==> In the "Custom Flags field" copy & paste (Without the quotes):
"-ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5"
But it's not important.
Other: In "lighting preset" tab, I think good idea add to MediaVP 3.6.12 deafult recommended preset.This setting used to be in the wiki until Zacam changed it (http://www.hard-light.net/wiki/index.php?title=Sample_Lighting_Settings&diff=35477&oldid=30682) last July, which led me to believe that that setting was no longer the FSU team's recommended setting, which is why it's not in the launcher.Code: [Select]==> In the "Custom Flags field" copy & paste (Without the quotes):
"-ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5"
But it's not important.
Hi!
Official MediaVP thread install instruction show "old" preset. If user can't see this mediawiki (I dont see this never before you show), then user type "old" preset, if want use MediaVP.
This is clean logic. If you know this information: recommended preset is "old" in MediaVP thread, then show this; example:
Now visible preset name in wxLauncher:
"Baseline recommended" - this is wrong name.
"Baseline recommended (with MediaVP too, 7 July 2011)" - this is correct name. Please do not hide any important information from wxLauncher users :)
If the MediaVPs 3.6.12 release thread still lists the old settings, then the issue is with the thread and not with wxLauncher. Hope that explains things.
I'm sorry, but I don't understand what you mean by "if you show your application, baseline settings is recommended MedaiVP settings too." Are you saying that the "Baseline recommended" settings should be taken from the MediaVPs 3.6.12 release thread and not from the wiki, even though the wiki is (more or less) the official location for standard lighting settings? If so, then Iss Mneur and I will need to talk about it, and thanks for the suggestion.If the MediaVPs 3.6.12 release thread still lists the old settings, then the issue is with the thread and not with wxLauncher. Hope that explains things.
This is clean for me, but I think will not come to the end of the world, if you show your application, baseline settings is recommended MedaiVP settings too. Do you understand this? :)
Also, did you use make install to install wxL to /usr/local/, or did you use development mode to avoid having to do that? If the latter, then I'm not sure that you can just copy and paste the folder and have it work, since the paths might be baked in. You might need to rebuild wxL in that case.
If you could paste the contents of the profile you're using in code tags, that would also help. The profiles are located in /home/<YourUsername>/.wxlauncher/ and are of the form pro#####.ini. The default profile is stored in pro00000.ini. If you're using a profile other than the default one, you'll need to search through the folder and look at the files in a text editor to find the one you're using.
[main]
name=Default
filename=pro00000.ini
initialized=1
[video]
width=1680
height=1050
depth=32
texturefilter=Trilinear
anisotropic=0
antialias=0
[network]
type=None
speed=None
port=0
ip=
[openal]
device=ALSA Default
[joystick]
id=99999
[lighting]
preset=Off
[tc]
flags=
folder=/media/DATA/FreeSpace2
currentmodline=
currentmod=(No mod)
currentbinary=fs2_open_INF_r
I'm sorry, but I don't understand what you mean
(...) what you mean by "if you show your application, baseline settings is recommended MediaVP settings too." (...)
I didn't use the dev mode flag to compile, but did do a make install (those go together? didn't see it mentioned anywhere in the readme). I'm now running wxlauncher from terminal.Development mode is for when you don't want to use make install and instead want to run wxL within the development directory. As mentioned in the ReadMe, you enable it by including -DDEVELOPMENT_MODE=1 when you run CMake. Otherwise, you use make install. And yeah, I run wxL from the terminal, too.
Anyhow, it appears that the MSVC .map and .pdb files in my Windows FSO folder are fooling the launcher, see screenshot 1. It's skipping the .exes alright, but not the debugging files. Hence, that directory is recognized as a valid FSO root folder, even though there's no valid linux binary in there anymore. And thus I'm not allowed to change the location, see screen 2.Fixed in revision 98a09dcace9d (http://code.google.com/p/wxlauncher/source/detail?r=98a09dcace9d595f6cde68a78c061fe98680056d). Thanks for reporting this issue.
Nice work on the mods list! :yes:Glad you like it. :) It was Iss and kkmic's work, although I did a few small formatting adjustments.
The Advanced Settings tab I'm thinking could use some work, from a user perspective... (screen 3) YMMV, of course, this is just my first impression. The layout doesn't reflect the relation between different elements very well IMHO. The Lighting Presets and Custom Flags box belong together, as do the Flag Sets selector and the list of checkboxes. The 'Copy selected preset to custom flags' button is also not a great way to do it IMHO, if you're a first-time user who doesn't really know what it does.You're right, the layout is a bit jumbled. I think flag sets used to be under the flag list until I added the "Double-click on a flag etc." text. As for the copy preset button, it was intended as a limited way of making the lighting presets more useful, in case someone liked a preset but wanted to tweak it to their own tastes. I think it's easy enough to figure out what it does once you try it, and reversing the effects of pressing it is simple enough (just remove the text added to custom flags and select the preset again), but you're right, it's not great.
How I would do it - Instead of the 'Lighting Presets' pane (on the right) put a 'Setting presets' box, with radio buttons ordered by computing power, e.g. 'Default FS2' (all features off), 'Basic features on' (for older computers, with glowmaps and other basic things only), 'Recommended' (for most computers, only some high-performance features off) , 'Full option' (for real good computers, with full-on visuals), 'Custom' (gets auto-selected if the user changes a setting himself). Then have a selection list for the custom lighting settings, positioned directly above the Custom Flags list (where the Flag Sets selector list is now).Interesting, although it'd require close collaboration with the FSO team, since we wouldn't want to have to keep track of what are considered to be resource-intensive options and which aren't, especially since the definition of resource-intensive changes over time as new features are added (and old ones sometimes removed) and as the average computer gets more powerful. Much better to leave those decisions to the engine, whose authors know how resource-intensive the various options are in the context of the average computer at that particular point in the engine's development. In fact, something like this would probably require at least a partial rewrite of FSO's cmdline.cpp. In any case, since we're currently focusing on fixing bugs and adding support for the new sound code (a feature that we must have), we're probably not making major changes in the very near future. Thanks for pointing these things out and for your suggestion, though.
Anyway, take it or leave it, I know it's quite an overhaul of the tab I'm suggesting.
One more thing, the 'Default FS2' preset should probably turn things like glowmaps and normals off, right? I'm guessing it's meant for those who wanna play vanilla?That's what it did in the past, although now that trunk has the various maps enabled by default rather than disabled (https://svn.icculus.org/fs2open?view=rev&revision=8587), meaning that the corresponding flags now say "Disable X" instead of "Enable X", I'm not sure how things are going to work. Well, I just tried out a trunk build, and it looks like the various flag sets haven't been adjusted to match the changes in the flags, meaning the FS2 Default flag set has the new flags turned off instead of on. Also, High memory usage features off flag set has them turned off, but maybe they should actually be turned on? I have no idea what qualifies as "high memory usage", though.
Other: In "lighting preset" tab, I think good idea add to MediaVP 3.6.12 deafult recommended preset.This setting used to be in the wiki until Zacam changed it (http://www.hard-light.net/wiki/index.php?title=Sample_Lighting_Settings&diff=35477&oldid=30682) last July, which led me to believe that that setting was no longer the FSU team's recommended setting, which is why it's not in the launcher.Code: [Select]==> In the "Custom Flags field" copy & paste (Without the quotes):
"-ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5"
But it's not important.
Hi!
Official MediaVP thread install instruction show "old" preset. If user can't see this mediawiki (I dont see this never before you show), then user type "old" preset, if want use MediaVP.
This is clean logic. If you know this information: recommended preset is "old" in MediaVP thread, then show this; example:
Now visible preset name in wxLauncher:
"Baseline recommended" - this is wrong name.
"Baseline recommended (with MediaVP too, 7 July 2011)" - this is correct name. Please do not hide any important information from wxLauncher users :)
You're right, the layout is a bit jumbled. I think flag sets used to be under the flag list until I added the "Double-click on a flag etc." text. As for the copy preset button, it was intended as a limited way of making the lighting presets more useful, in case someone liked a preset but wanted to tweak it to their own tastes. I think it's easy enough to figure out what it does once you try it, and reversing the effects of pressing it is simple enough (just remove the text added to custom flags and select the preset again), but you're right, it's not great.
Speaking of which, the issue of large text font sizes is something the wxL Team will have to deal with, especially in cases of text like the "Double-click on a flag", which isn't in a scrollable window. :blah: The advanced settings page on my machine looks like this (http://wiki.wxlauncher.googlecode.com/hg/images/wxLLinuxAdvancedPage.png), by comparison, using the Ubuntu Lucid (10.04?) default font size of 10.
As for the currently crappy formatting in the error message text in the advanced settings page, would allowing the text to wrap properly be a step in the right direction? We can work on coming up with a better version of those messages in the meantime. Thanks.
Interesting, although people might have the impression that lighting settings flags will only work if in the "lighting settings" text box, which I guess isn't a huge problem. More problematic, though, would be if someone tweaks the settings in the lighting settings text box and then selects a different preset. If I understand you right, their settings would then be overwritten, and destroying user data (especially without their consent) is generally a big no-no. (Aren't GUIs fun? :D) We could ask them "are you sure you want to switch presets?", but pop-ups are annoying.You're right, the layout is a bit jumbled. I think flag sets used to be under the flag list until I added the "Double-click on a flag etc." text. As for the copy preset button, it was intended as a limited way of making the lighting presets more useful, in case someone liked a preset but wanted to tweak it to their own tastes. I think it's easy enough to figure out what it does once you try it, and reversing the effects of pressing it is simple enough (just remove the text added to custom flags and select the preset again), but you're right, it's not great.
Yeah... It's easy for a newbie to just be adding flags this way, instead of replacing them. (Wonder what FSO would do when the same flag is set multiple times, with different values - I guess just take the last value?) Of course, you can't just clear the entire custom flags list, there might be more in it than just lighting settings. Hum... Perhaps two different custom-flag text boxes, one for the (selection/tweaking of) lighting settings and one for misc flags? So basically you'd have a text box instead of the "copy to flags" button, which gets cleared and re-set every time the user picks different lighting settings. Would probably fit best at the bottom of the flag list, with a "Custom:" radio button autoselected when the user changes something in the field.
Anyway, just tossing ideas around here.
Yeah, with font size 10 it all fits nicely... Though I guess, with ever-increasing screen DPI, bumping the font size up every once in a while may not be a bad idea. Does wxWidgets have some way of auto-scaling the window?Well, the font sizes are in points (http://en.wikipedia.org/wiki/Point_%28typography%29) rather than pixels, so text of a given font size should be the same size in any resolution. You can test this out by lowering your screen resolution and seeing if the text is still the same size. I'll try testing it out later. That said, the error text on the mods page seem to be quite different sizes across the three platforms, even though it's 12-point font in all cases. So I dunno.
Oh, definitely. The error message on the Mods tab already looks nice and native, with an "info" icon and everything - removing hard-coded newlines and copying it to Advanced Settings should do the trick.If only it were that simple. :blah: The advanced settings page is technically very different from the mods page, so achieving the same look might not be easy. We've already committed a change that makes the background the window color instead of white and that removes the bold from the text, since it looks better that way (the text on the mods page is not bold), so there's already an improvement. The advanced settings page also has a wider range of errors, since it covers all the ways in which flag file processing can go wrong.
What a fantastic program! As a linux user, thank you very much for working on this. I can't believe how beautiful it looks on my system.Thank you.
Just one question: Is it possible to compile the launcher so that it looks for the resources directory by relative pathing, rather than absolute? It's a pain having to recompile it if I just want to change where I'm storing it...
some of us really dont want to install it on the system and would much rather keep it in the user directories :pWhat a fantastic program! As a linux user, thank you very much for working on this. I can't believe how beautiful it looks on my system.Thank you.
Just one question: Is it possible to compile the launcher so that it looks for the resources directory by relative pathing, rather than absolute? It's a pain having to recompile it if I just want to change where I'm storing it...
The short answer is no. There is no way to do that at this time, however I don't really understand the reason for the question. How/why does the resources directory need to be changed from the directory in /usr?
And people wonder why Linux is not a big force on the desktop market.what? why?
As I read it, these past few questions boiled down to "This is very nice but could you <change some arcane detail a user shouldn't think about> to <cater to my highly specific interests>?"Is there a .deb package? no.
Until there is a .deb package i will continue not installing it on the system and i'll keep using it from a folder in my home directory.Okay. .debs are being worked on.
i also find the separation of logs and actually useful **** for debugging from the main executable's location.This does not parse. Please elaborate.
Thank you :)Until there is a .deb package i will continue not installing it on the system and i'll keep using it from a folder in my home directory.Okay. .debs are being worked on.
derp. i meant to say that i dislike the fact that fso stores stuff like pilots, logs and such into .fs2_open instead of in the directory where the executable and the rest of the important stuff is.i also find the separation of logs and actually useful **** for debugging from the main executable's location.This does not parse. Please elaborate.
Not that what FSO does has any bearing on what FSO does, but nevertheless we will (at some point) be doing a "portable" mode for wxLauncher because it has been requested by several people.Quotederp. i meant to say that i dislike the fact that fso stores stuff like pilots, logs and such into .fs2_open instead of in the directory where the executable and the rest of the important stuff is.i also find the separation of logs and actually useful **** for debugging from the main executable's location.This does not parse. Please elaborate.
Yes, that does make sense if the game is installed into /usr/games or whatever, which isnt user-writeable. I havent seen anyone say that they installed the game like that on linux so far, and if memory serves, the proper "tutorial" on the wiki is basically "save into whichever folder you want(which, for most people is /home/<username>/whatever ), plonk the exec there, have fun with launching the game"
also, i do not know if its been requested already, but a box for manual resolution entry in the launcher would be swell :)No it has not been requested. But I don't see us adding that feature either because the resolutions that we list are requested from the video hardware/software. If a resolution is not in the list then it is probably not a resolution that you want to use anyway.
i might investigate into ways of installing it like that (other than the manual file-nudgery) and see how fso behaves. but that comes later.Okay, well let us know how it goes.
also, i do not know if its been requested already, but a box for manual resolution entry in the launcher would be swell :)No it has not been requested. But I don't see us adding that feature either because the resolutions that we list are requested from the video hardware/software. If a resolution is not in the list then it is probably not a resolution that you want to use anyway.
Having said that, you can probably edit profile or set your resolution manually on the custom flags. The flag is -res <width>x<height> IIRC and it will override the resolution set by wxLauncher via the other mechanism.
If you manually edit the profile file will the next change you make to the profile overwrite your change?I don't remember the details, but I don't think we will overwrite what is in the internal pro?????.ini file unless you touch the corresponding control.
Not that what FSO does has any bearing on what FSO does, but nevertheless we will (at some point) be doing a "portable" mode for wxLauncher because it has been requested by several people.Quotederp. i meant to say that i dislike the fact that fso stores stuff like pilots, logs and such into .fs2_open instead of in the directory where the executable and the rest of the important stuff is.i also find the separation of logs and actually useful **** for debugging from the main executable's location.This does not parse. Please elaborate.
Yes, that does make sense if the game is installed into /usr/games or whatever, which isnt user-writeable. I havent seen anyone say that they installed the game like that on linux so far, and if memory serves, the proper "tutorial" on the wiki is basically "save into whichever folder you want(which, for most people is /home/<username>/whatever ), plonk the exec there, have fun with launching the game"
I should note however, where you install FSO has no bearing on where wxLauncher should be installed. We don't suggest installing wxLauncher in the same directory as FSO. Instead wxLauncher should be installed as a separate application.
oh its even better on my end. i'm running a dual-screen setup. twinview of course, you know how many resolutions i have? One., 3200x1080, because 1920x1080 + 1280x1024also, i do not know if its been requested already, but a box for manual resolution entry in the launcher would be swell :)No it has not been requested. But I don't see us adding that feature either because the resolutions that we list are requested from the video hardware/software. If a resolution is not in the list then it is probably not a resolution that you want to use anyway.
At least one boneheaded version of the nVidia Linux drivers has a very minimal set of supported resolutions (i.e. 7) which doesn't include my standard res for a 16:10 window (1440x900) - in fact the only widescreen res was fullscreen :nono:
thank you for that. i always forget about that flag -.- (mighty useful when trying to run windowed)Having said that, you can probably edit profile or set your resolution manually on the custom flags. The flag is -res <width>x<height> IIRC and it will override the resolution set by wxLauncher via the other mechanism.
If you manually edit the profile file will the next change you make to the profile overwrite your change?
Thanks for the tip about the -res flag, I'll have to try it out.
If you manually edit the profile file will the next change you make to the profile overwrite your change?The launcher only reads from the profile files on startup. It won't notice any changes you make to the files while the launcher is running. It only looks for profile changes made in the launcher through the controls, and the only points where it would save those changes to the file is on profile switch, profile creation, and launcher exit. If the "Automatically save profiles" checkbox is checked, then any changes will be automatically saved; if it's not checked, then a pop-up dialog will appear asking if you want to save changes, if there are any.
What a fantastic program! As a linux user, thank you very much for working on this. I can't believe how beautiful it looks on my system.Thank you.
Just one question: Is it possible to compile the launcher so that it looks for the resources directory by relative pathing, rather than absolute? It's a pain having to recompile it if I just want to change where I'm storing it...
The short answer is no. There is no way to do that at this time, however I don't really understand the reason for the question. How/why does the resources directory need to be changed from the directory in /usr?
[Thread necro'ing; sry]
The 0.8.0 sources refuse to "Make" on ArchLinux.Code: [Select]File "scripts/onlinehelpmaker.py", line 17
print "ERROR: Unable to import markdown the markup parser."
^
SyntaxError: invalid syntax
make[2]: *** [CMakeFiles/helpmaker] Error 1
make[1]: *** [CMakeFiles/helpmaker.dir/all] Error 2
make: *** [all] Error 2
Any ideas?
I've got the required dependancies installed and the sources cmake without errors.
To my fellow Archers out there, I found a solution to this problem. If you're like me you have both python and python2 installed. As stated the build will only work with python2, but the cmake files are looking for python 3. Edit CMakeCache.txt and replace /usr/bin/python with /usr/bin/python2. After that the build worked great
-D PYTHON_EXECUTABLE=<name of python 2 command>
as part of the arguments to CMake.Noted a possible bug, but it could just be my side. When using text-to-speech on the Windows-only launchers, the drop-down list shows the correct order. However, when I use the wxLauncher's text-to-speech drop-down list and select the one I want, it plays another voice instead. I believe the drop-down list's voice name is shifted down, but it may in fact be random.
[main]
name=Diaspora
filename=pro00099.ini
initialized=1
[lighting]
preset=BaselineRecommended
[network]
ip=
port=0
speed=None
type=None
[speech]
inbriefings=0
ingame=0
inmulti=0
intechroom=0
voice=0
volume=100
[tc]
currentbinary=fs2_open_Diaspora_R1.exe
currentmod=(No mod)
currentmodline=
flags=-post_process -soft_particles -fxaa -cache_bitmaps -snd_preload -ship_choice_3d -weapon_choice_3d -warp_flash
folder=C:\\Games\\Diaspora
[video]
depth=32
height=768
texturefilter=Trilinear
width=1024
wxLauncher\bin\wxlauncher.exe --add-profile --profile=Diaspora --file=[profile filename]
wxLauncher\bin\wxlauncher.exe --select-profile --profile=Diaspora (you set that name in the profile itself)
Actually profiles's is recorded into wxLauncher's database using the name you specify on add. The name in the profile template is ignored.Code: [Select]wxLauncher\bin\wxlauncher.exe --select-profile --profile=Diaspora (you set that name in the profile itself)
To do all that requires that you have the latest version of wxLauncher (0.9.2), which is the version Diaspora uses and isn't publicly released as yet. But if you chat with Iss or jg18 I'm sure they'll help you.Yes, we will have lots of questions.
2) I have the installer alter the profile's "folder" option to reflect where the user has chosen to install to.
To do all that requires that you have the latest version of wxLauncher (0.9.2), which is the version Diaspora uses and isn't publicly released as yet. But if you chat with Iss or jg18 I'm sure they'll help you.Yes, we will have lots of questions.
Q: Should joystick calibration work on Linux? I can't seem to find the button. (Diaspora launcher)No. It is intentionally disabled on Linux and OS X because as far (as I can tell) there is no way to calibrate joysticks with SDL. Now, I honestly doubt this is the actual case, but I have yet to find any documentation on how to do it.
2) I have the installer alter the profile's "folder" option to reflect where the user has chosen to install to.
How?
Psst, the Windows installer download link is broken!Oh? They seem to be working fine for me? What issue are you having?
What do you mean by "is not recognized as a valid executable"? Could you post a log (~/.wxlauncher/wxLauncher.log)?
ls /home/downwash/FSO
BtA Demo
data
FS2.bmp
FS2OGGcutscenepack.vp
fs2_open
fs2_open_debug
mediavps_3612
mod.ini
root_fs2.vp
smarty_fs2.vp
sparky_fs2.vp
sparky_hi_fs2.vp
stu_fs2.vp
tango1_fs2.vp
tango2_fs2.vp
tango3_fs2.vp
trunk (note: that's a mod folder, SVN named it this way)
warble_fs2.vp
wxlauncher (note: I copied the binary to here, to have everything in one place. )
Ah yes, that issue. Well, the same button is called "Choose" on OS X and "OK" on Windows, although the dir picker dialog on Windows has a more intuitive directory tree layout (well, it's as intuitive as the notion of a dir tree is in the first place, anyway). Since these are all native MFC/Cocoa/GTK+ widgets, we can't change the button label without rolling our own dir picker AFAIK, an unappealing option that also goes against the wx philosophy of native widgets on each platform.I couldn't agree more, that would be way more work than it's worth, and kinda defeat the purpose of using wx indeed.
So not sure offhand what a good solution would be. One easy thing to do would be to include the complete folder path in the error message "No supported executables in folder", so at least it'd be clear which folder was being examined. Still doesn't fully explain to the player what they're doing wrong or how to fix it, but it's a start.That would be good :yes: Perhaps only the folder name (as opposed to the full path) would do, to prevent text overflows on longer paths/larger fonts.
That would be good :yes: Perhaps only the folder name (as opposed to the full path) would do, to prevent text overflows on longer paths/larger fonts.Well, we could address the overflow by only showing the last x characters of the path. So if you do have a really long path we don't need to worry about breaking the dialog.
Come to think of it: is a scalable window planned for the future? (As in, drag the corners to adjust window size.)Possibly, but not in the short term. It is far too much work to make it look good on all platforms (which is why it is hardcoded as it is now), when writing the UI the originally there were countless bugs (primarily with the mod list and the flag list) when the window resized. It is something we will need to address (if only for DPI reasons) though.
Wait.. why does the window size matter for something that helps launch a fullscreen game? Wat.its kind of irrational I know, but I just dont like how big it is
With the Windows launcher, any mods and command-line switches set for the game are also used when FRED is launched. This isn't the case with wxLauncher, so anyone who wants to use FRED but can't use the Windows launcher has to enter the switches manually in a shortcut or at the command line. Is it possible to fix this?
WxLauncher didn't have a field for FRED, so I assumed that it didn't support launching FRED. I searched the manual a few minutes ago and found out how to make it launch FRED.With the Windows launcher, any mods and command-line switches set for the game are also used when FRED is launched. This isn't the case with wxLauncher, so anyone who wants to use FRED but can't use the Windows launcher has to enter the switches manually in a shortcut or at the command line. Is it possible to fix this?
Hmm? With wxL you can launch FRED from the launcher. It definitely keeps the command lines that way.
Why is FRED execution disabled by default, anyway?
Mostly because it was a ninja feature by me (at the request of a particular FREDer) and it just never was promoted to a proper feature. However, the current thought process is that in a effort to reduce clutter and confusion in the interface (which we do get complaints about) the FRED launch button along with other future modding tools are hidden by default. The current method of editing a config file to enable it however will go once I have time to write a proper interface for it.Why is FRED execution disabled by default, anyway?
That's news to me.. but if that is the case it should definitely be changed. What a great way to encourage people not to FRED.. :(
Wait.. why does the window size matter for something that helps launch a fullscreen game? Wat.its kind of irrational I know, but I just dont like how big it is
Hahaha wtf. "Is not!" "Is too!"
:welcome:
My input: great work so far, way better than the v.0.8.0a, more organized, good clean looks, I haven't played in about a year, I'm starting again and using this latest version from the start; I don't see why is it in alpha stage still, for me looks like a beta at least.
Suggestion for the lighting presets: maybe you could add a image or a small 3D model to cast the lighting on so we can see how the different presets modify the lighting at gameplay.
With the new 3.6.16RC1 the launcher does not differentiate between the regular and debug version in the selection screen for the FS exe. or the fred exe. It shows up correctly in the command line but not in the selection screen.
Mostly because it was a ninja feature by me (at the request of a particular FREDer) and it just never was promoted to a proper feature. However, the current thought process is that in a effort to reduce clutter and confusion in the interface (which we do get complaints about) the FRED launch button along with other future modding tools are hidden by default. The current method of editing a config file to enable it however will go once I have time to write a proper interface for it.Why is FRED execution disabled by default, anyway?
That's news to me.. but if that is the case it should definitely be changed. What a great way to encourage people not to FRED.. :(
<wxLauncher is/is not too big>
At this point, I can't tell whether the concern is that the launcher is too big or that it has too much information in each tab (usability issue?) or that people are just unhappy with the layout.It's not "or", it's "and" - they're not three issues, but three facets of the same problem :P The root problem is that the window is too big. It can't be "just shrunk" because the information density is already very high, especially in the "Advanced" tab. So the amount of information per tab may need to be reduced, in order to shrink the window. And this will obviously affect the layout.
So it seems specifically the the window is too tall, not a simple too big. How many pixels too tall is it again?At this point, I can't tell whether the concern is that the launcher is too big or that it has too much information in each tab (usability issue?) or that people are just unhappy with the layout.It's not "or", it's "and" - they're not three issues, but three facets of the same problem :P The root problem is that the window is too big. It can't be "just shrunk" because the information density is already very high, especially in the "Advanced" tab. So the amount of information per tab may need to be reduced, in order to shrink the window. And this will obviously affect the layout.
Come to think of it, if the lighting screenshots idea goes ahead, "Lighting" would make a logical fifth tab, unloading the advanced settings...
Completely unrelated, thank you guys for the user profiles. I didn't see the need for it at first, but now that Diaspora and BP both came with their own binaries and lighting settings it's a godsend :yes:Thanks. For something that seems so simple, it has proven to be a very hard feature to implement as intended.
So it seems specifically the the window is too tall, not a simple too big. How many pixels too tall is it again?Yes, sorry for not being more specific. Like I said earlier, a panorama-oriented box (using widescreen resolutions more efficiently) might solve the problem - keeping the content per tab the same, but rearranging pretty much the entire UI.
The windows box is 655x715 pixels. I'd guess your netbook screen is a 1024x600 pixels115, add about 35 for taskbars and stuff, so that's some 150 vertical pixels to be removed.
Okay, I reported the size issue.Thank you.
Newman said he wanted to make some comments about UI design when we were gearing up to release Diaspora. Hopefully he can have a chat with you about that soon.Looking forward to it.
Thanks for the thoughts, but it looks like part of my quote is missing. :PAt this point, I can't tell whether the concern is that the launcher is too big or that it has too much information in each tab (usability issue?) or that people are just unhappy with the layout.It's not "or", it's "and" - they're not three issues, but three facets of the same problem :P The root problem is that the window is too big. It can't be "just shrunk" because the information density is already very high, especially in the "Advanced" tab. So the amount of information per tab may need to be reduced, in order to shrink the window. And this will obviously affect the layout.
Come to think of it, if the lighting screenshots idea goes ahead, "Lighting" would make a logical fifth tab, unloading the advanced settings...
At this point, I can't tell whether the concern is that the launcher is too big or that it has too much information in each tab (usability issue?) or that people are just unhappy with the layout. Whatever the case may be, could whoever feels strongly about it please create a ticket in our bug tracker (http://code.google.com/p/wxlauncher/issues/list) and please be precise about the problem?Iss Mneur may feel differently, but I figure that since there's nothing we can do about this issue in the short term (UI changes are messy), much better to discuss it on the bug tracker, where it can be saved and organized with the other listed issues, than here, where it'll likely get forgotten or mixed in with whatever other things may come up.
Completely unrelated, thank you guys for the user profiles. I didn't see the need for it at first, but now that Diaspora and BP both came with their own binaries and lighting settings it's a godsend :yes:Thanks. One of kkmic's brilliant ideas IIRC, along with the mod list and undoubtedly many other wxL features, to give credit where it's due. And as Iss Mneur said, it proved to be quite hard to get right.
When I press "Play" to test the string there is no speech but if I re-select Microsoft Anna (I'm running windows 7) the string works, although in-game there is still no speech.
- Ability to refresh the mods tab without restarting wxLauncher.
A few requests:
- The "All features on" flag set; this is defined in the EXE and should not be hidden.
I'm using 3.6.16, and speech does work when I use 5.5g.
- Ability to refresh the mods tab without restarting wxLauncher.
Yes please
As for portable mode, I don't have anything definitive to say offhand, so either Iss can post something or we'll talk about it first. I for one would really like discussion of complicated topics like this one to stay in the bug tracker and not get fragmented between here and there, especially since the release thread is an interwoven mix of whatever comes up. :sigh:I don't have anything to add other than a reminder that the wxLauncher is considered an FS2 Open Tool (http://www.hard-light.net/forums/index.php?board=193.0) and is a valid topic to discuss on the tools board.
The "All features on" flag set; this is defined in the EXE and should not be hidden.
Not a fan. The second you have more than one TC this quickly escalates. If you use TBP, FS2, Diaspora plus who knows what else is coming down the line, this quickly becomes a complete cluster****.Each TC is a game on their own. Their launchers should have nothing to do with FSO's launcher.
Not a fan. The second you have more than one TC this quickly escalates. If you use TBP, FS2, Diaspora plus who knows what else is coming down the line, this quickly becomes a complete cluster****.Each TC is a game on their own. Their launchers should have nothing to do with FSO's launcher.
customisation controls in the mod.ini to effect things in the launcher like images and feature availability would be a handy feature whiel removing the need for project specific customisations
customisation controls in the mod.ini to effect things in the launcher like images and feature availability would be a handy feature whiel removing the need for project specific customisations
I've asked for that and have been told that's being reserved for TCs only.
Not so much a bug, this, more of a gripe. I was in the advanced settings tab, and while hovering over the Flag Sets menu accidentally hit the scroll wheel. BAM! My precious carefully crafted game setup, all gone - reduced to "All features off". Expected behaviour of course, but still it made me go through the entire checkbox list to set up my preferences again. Cost me a full two minutes of my life! :P
customisation controls in the mod.ini to effect things in the launcher like images and feature availability would be a handy feature whiel removing the need for project specific customisations
Not so much a bug, this, more of a gripe. I was in the advanced settings tab, and while hovering over the Flag Sets menu accidentally hit the scroll wheel. BAM! My precious carefully crafted game setup, all gone - reduced to "All features off". Expected behaviour of course, but still it made me go through the entire checkbox list to set up my preferences again. Cost me a full two minutes of my life! :P
This is indeed a bug, in that it's a usability problem. If you could create an issue (http://code.google.com/p/wxlauncher/issues/list) about it, that would be very helpful.
This is a poor decision... But I lack the motivation to argue such thought out stubbornness.
EDIT: Nevermind. This is a big enough deal to me... I read over your linked articles in order to seek understanding of your position. Having read your articles.. I still think you need to reconsider.
FRED is the backbone of everything that happens at HLP. No FRED, no missions, no campaigns, no mods. wxL's continuing to ignore 50% of the main Freespace related programs included in every FSO release is not only disappointing, but it shows an ignorance of the community at large and what it is built on.
Furthermore, if you want to hide behind the new users... FRED is not the place to make a stance. Under your decision, new users have an exec that the most up-to-date launcher doesn't seem to support. What is FRED? Do I need it? Who knows? wxL certainly doesn't know... which is odd, because wxL is trying to be the first FSO related window a new user (or any user!) will open. wxL should know...
Lastly, your article starts off by saying you should 'Nail the Basics'. FRED is one of 2 program execs that SCP releases. That's pretty basic... but it seems to me that you are too caught up on the article's #4 to really do #3, #5, #8, or #17...
"Think about how real users (not the marketing or PR departments) will describe your program."
"Don't avoid difficult decisions by making everything optional or configurable."
"People want to use your program, not configure it or learn a bunch of things."
"Put the information users need to know directly on the screen."
"Enabled is better than disabled. Disabled controls are often confusing, so use them only when users can easily deduce why the control is disabled. Otherwise, remove the control if it doesn't apply or leave it enabled and give helpful feedback."
It seems to me that you guys are so caught up with making an easy design that you are confusing incomplete with simple. It also may be a case of you guys 'Scratching Your Own Itch'. FRED is not important to you, so it's not being scratched.
Of course you also linked to an article that gives you an out to even listening to feedback... "In the absence of regular usability testing, volunteer projects rely on feedback from users, but such feedback is often far removed from reality."
Another point is that most of these articles talk about how 'usability is hard to measure', but you guys with one fell swoop have somehow figured out that the 3 necessary fields to FRED would bring wxL too close to the 'unusuable' line for the new guys. Do you have some feedback from new users to help me understand that?
You are so caught up with the theoretical 'new user' that is afraid of FRED than to consider the people who are actively using wxL, filing bug reports, dialoging with it's creators, and doing the footwork to recommend the launcher over another.
You're still making it look like there is a universe of difference between players and modders. I doubt this is the image we want to project.
The first thing you should worry about is how to name the button to launch fred, and it sure as hell should not be called "launch fred", it should be called something along the lines of "Launch mission editor".
It lets the first time user know that its not the button to start the game and it explains exactly what it does. Anyone that can install freespace open can understand those 2 words.
And besides... if the new user decides the (hopefully not) big red button looks pretty... oh noes! he has opened fred...
And besides... if the new user decides the (hopefully not) big red button looks pretty... oh noes! he has opened fred...You say this so casually, but do you truely realize the potential danger this horror might inflict on the unsuspecting end user?
The first thing you should worry about is how to name the button to launch fred, and it sure as hell should not be called "launch fred", it should be called something along the lines of "Launch mission editor".
It lets the first time user know that its not the button to start the game and it explains exactly what it does. Anyone that can install freespace open can understand those 2 words.
And besides... if the new user decides the (hopefully not) big red button looks pretty... oh noes! he has opened fred...
Anyone that can install freespace open can understand those 2 words.You'd be surprised of the cluelessness of some people who manage to "install" FSO...
Revision version number out of range (0) in executable fs2_open_3_7_0_RC1.exe
First, loading time. I disabled retrieving highlights, yet it still takes about a minute to load. Not good.
Second, loading graphic. Is there a particular reason why the blasted thing has to stay on top of everything? I'd rather see it gone, or at least made optional.
Third, lack of FRED interaction. If I use the regular launcher, FRED reads the setting from launcher6.ini, meaning I can use it without even opening the launcher. Since wxLauncher doesn't use launcher6.ini, FRED doesn't get the mod settings.
Also, the mod selection feature, while noob-friendly, is problematic for somebody who wants a bit finer control. I'd prefer at least having an option of manually selecting the mod folder.
Well, at the very least, it needs to be obvious to users that wxLauncher can indeed launch FRED. Keeping that fact hidden from everyone except those who read a certain page in the manual is simply the wrong thing to do.Yeah, we know that the current situation sucks. We'll work on making FRED launching more accessible for the release after the upcoming one. It shouldn't be long.
I did find a minor bug: wxLauncher doesn't consider 0 to be valid in version numbers. If a 3.7 build is found, this message appears in the status bar:This was fixed in trunk (http://code.google.com/p/wxlauncher/source/detail?r=383828d35537) a few weeks ago and will be included in the next release. Thanks for reporting it, though.QuoteRevision version number out of range (0) in executable fs2_open_3_7_0_RC1.exe
Also, could the mod images be scaled using a better method than nearest neighbor, such as bilinear?It looks like we're stuck with the box sampling method (http://docs.wxwidgets.org/stable/wx_wximage.html#wximagescale) that is used with wxIMAGE_QUALITY_HIGH downsampling; however, starting with the next wxL release, mods can specify in their mod.ini a separate 182x80-sized image (http://code.google.com/p/wxlauncher/wiki/ModIniOptions#image182x80) to use in the mod list.
First, loading time. I disabled retrieving highlights, yet it still takes about a minute to load. Not good.Try starting wxL again. It should be faster this time. The reason it's slow is that it's scanning your FS2 folder looking for mods, which it considers to be folders containing a mod.ini file. It should start faster this time because the OS caches the scan.
Second, loading graphic. Is there a particular reason why the blasted thing has to stay on top of everything? I'd rather see it gone, or at least made optional.I don't understand what you mean. Screenshot, please?
It's only in release builds. Are you building a debug build?Second, loading graphic. Is there a particular reason why the blasted thing has to stay on top of everything? I'd rather see it gone, or at least made optional.
Is the splash screen Windows only? I've never seen it on Linux :)
Yeah, it does. The reason it works from 5.5g is that pressing OK or Apply in 5.5g saves the configuration to cmdline_fso.cfg, but wxL doesn't save the config until you press Play or press FRED if you're using FRED launching (aka the subject of the last two pages).Third, lack of FRED interaction. If I use the regular launcher, FRED reads the setting from launcher6.ini, meaning I can use it without even opening the launcher. Since wxLauncher doesn't use launcher6.ini, FRED doesn't get the mod settings.
Doesn't FRED read the values from cmdline_fso.cfg? Or am I missing something?
Yeah, I don't understand why you need this feature. wxL considers any folder containing a file named "mod.ini" to be a mod folder. The file can be blank; it just has to exist, since it tells wxL that the folder contains a mod.Also, the mod selection feature, while noob-friendly, is problematic for somebody who wants a bit finer control. I'd prefer at least having an option of manually selecting the mod folder.
I'm not sure what's the advantage of manually specifying a mod folder? wxL shows all the available mod folders that include a valid mod.ini anyway (including feedback on mod dependencies)
I'm using the launcher on Windows and there is no loading graphics associated with the launcher. After an initial setup, setting the mod in the launcher sets it for FRED also. I've never seen a delay in loading even with the launcher retrieving highlights.No loading graphics as in no splash screen? You're using a release build of the launcher?
Regarding loading times: wxLauncher on windows reads stuff from .svn directories. If you have a few of those, loading times will increase by a lot.Hey, good point, we'd forgotten about that. We can write a custom file system traversal to skip over the .svn folders when searching for mod.ini files. It's unfortunately too late to do it for the upcoming release, but we can add it to the release after that.
It's only in release builds. Are you building a debug build?Second, loading graphic. Is there a particular reason why the blasted thing has to stay on top of everything? I'd rather see it gone, or at least made optional.
Is the splash screen Windows only? I've never seen it on Linux :)
Oh, right, there's no indicator in the interface as to the build config, other than the presence/absence of the splash screen. We should probably do something about that. :doubt:Is the splash screen Windows only? I've never seen it on Linux :)It's only in release builds. Are you building a debug build?
I must be, how do I tell? A quick look around the interface doesn't give me any clues :)
And while we're talking about .svn dirs, would it make sense to ignore any dir starting with "."?Possibly. The good thing is that once the custom traversal is written, changing which folders it skips over should be fairly easy.
The F3 toggles the 'FRED2 Open Exexutable:' selector and the 'FRED' launch button. I just did it on my wxL and worked fine.
Hi, just thought I'd bring to your attention. The windows .exe download is being flagged as a trojan by several anti-virus programs. Checked the others and the same isn't happening there. Other than that, terrific work! Keep it up!Which AVs? And you are downloading it directly from googlecode?
mkdir build
cd build
cmake -DUSE_OPENAL=1 -DCMAKE_INSTALL_PREFIX=/my/home/dir/wxl ../
make
make install
-DDEVLOPMENT_MODE=1
#!/bin/sh
cd /path/to/wxlauncher/binary
exec wxlauncher
cmake28 -DUSE_OPENAL=1 -DCMAKE_INSTALL_PREFIX=/tmp/foo -DRESOURCES_PATH=/tmp/fooshare -DDEVELOPMENT_MODE=OFF ../
Anyone know why Norton internet security is flagging this file as dangerous by reputation when downloading it through Google Chrome? What is really weird is that after it is downloaded I tried scanning it with Norton Internet Security and it says the file is safe. :banghead:'cuz Norton is weird and you should get a better virusscanner :P
==========================================================================
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.
==========================================================================
FreeSpace 2 Open version: 3.7.1
Passed cmdline options:
-fov .55
-ogl_spec 48
-spec_static 0.8
-spec_point 0.4
-spec_tube 0.48
-ambient_factor 85
-missile_lighting
-nomotiondebris
-no_emissive_light
-soft_particles
-post_process
-bloom_intensity 85
-fxaa
-fxaa_preset 3
-fb_explosions
-no_vsync
-orbradar
-targetinfo
-3dwarp
-ship_choice_3d
-warp_flash
-snd_preload
-mod MediaVPs_2014
-no_set_gamma
-fps
Building file index...
Found root pack 'C:\Freespace\MediaVPs_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\Freespace\MediaVPs_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\Freespace\MediaVPs_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Freespace\MediaVPs_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\Freespace\MediaVPs_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\Freespace\MediaVPs_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Freespace\MediaVPs_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\Freespace\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\Freespace\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Freespace\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Freespace\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Freespace\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Freespace\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Freespace\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Freespace\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Freespace\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Freespace\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Freespace\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Freespace\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Freespace\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Freespace\MediaVPs_2014\' ... 76 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_Root.vp' ... 848 files
Searching root 'C:\Freespace\' ... 30 files
Searching root pack 'C:\Freespace\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Freespace\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Freespace\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Freespace\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Freespace\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Freespace\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Freespace\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Freespace\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Freespace\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Freespace\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Freespace\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Freespace\warble_fs2.vp' ... 52 files
Found 22 roots and 15964 files.
ERROR: Unknown Language Checksum: 589986744
Using default language settings...
TBM => Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM => Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
OpenAL Vendor : OpenAL Community
OpenAL Renderer : OpenAL Soft
OpenAL Version : 1.1 ALSOFT 1.15.1
Found extension "AL_EXT_float32".
Found extension "ALC_EXT_EFX".
Sample rate: 48000 (44100)
EFX enabled: NO
Playback device: Speakers (Razer Surround Audio Controller)
Capture device: Microphone (Realtek High Definition Audio)
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
OpenGL Vendor : ATI Technologies Inc.
OpenGL Renderer : AMD Radeon HD 8800M Series
OpenGL Version : 4.2.11932 Compatibility Profile Context
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_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
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".
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".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Using extension "GL_ARB_shader_texture_lod".
Using extension "GL_ARB_texture_float".
Using extension "GL_ARB_draw_elements_base_vertex".
Using extension "GL_EXT_framebuffer_blit".
Using extension "GL_EXT_geometry_shader4".
Using extension "GL_EXT_texture_array".
Found special extension function "wglSwapIntervalEXT".
Compiling new shader:
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
Shader features:
Depth-blended Particles
Compiling new shader:
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
Shader features:
Distorted Particles
Compiling deferred light shader...
Loading built-in default shader for: deferred-v.sdr
Loading built-in default shader for: deferred-f.sdr
Compiling post-processing shader 1 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: post-f.sdr
Compiling post-processing shader 2 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: blur-f.sdr
Compiling post-processing shader 3 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: blur-f.sdr
Compiling post-processing shader 4 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: brightpass-f.sdr
Compiling post-processing shader 5 ...
Loading built-in default shader for: fxaa-v.sdr
Loading built-in default shader for: fxaa-f.sdr
Compiling post-processing shader 6 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: fxaapre-f.sdr
Compiling post-processing shader 7 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: ls-f.sdr
Compiling post-processing shader 8 ...
Loading built-in default shader for: shadowdebug-v.sdr
Loading built-in default shader for: shadowdebug-f.sdr
Max texture units: 8 (32)
Max elements vertices: 2147483647
Max elements indices: 16777215
Max texture size: 16384x16384
Max render buffer size: 16384x16384
Can use compressed textures: YES
Texture compression available: YES
Post-processing enabled: YES
Using trilinear texture filter.
OpenGL Shader Version: 4.20
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka! Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'! Error code = 5.
TBM => Starting parse of 'mv_flak-sct.tbm' ...
TBM => Starting parse of 'mv_exp-sct.tbm' ...
TBM => Starting parse of 'mv_dbrs-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka! Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM => Starting parse of 'mv_music-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM => Starting parse of 'mv_effects-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-amr.tbm' ...
TBM => Starting parse of 'mv_assets-aip.tbm' ...
TBM => Starting parse of 'mv_root-wxp.tbm' ...
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM => Starting parse of 'mv_root-wep.tbm' ...
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_assets-wep.tbm' ...
TBM => Starting parse of 'mv_effects-obt.tbm' ...
Ship GVF Seth species was Terran, is now Vasudan
Ship GVF Horus species was Terran, is now Vasudan
Ship GVF Thoth species was Terran, is now Vasudan
Ship GVF Serapis species was Terran, is now Vasudan
Ship GVF Tauret species was Terran, is now Vasudan
Ship GVB Sekhmet species was Terran, is now Vasudan
Ship GVB Osiris species was Terran, is now Vasudan
Ship GVB Bakha species was Terran, is now Vasudan
Ship GVF Ptah species was Terran, is now Vasudan
Ship GVS Nephthys species was Terran, is now Vasudan
Ship GVT Isis species was Terran, is now Vasudan
Ship PVFR Ma'at species was Terran, is now Vasudan
Ship GVFr Bes species was Terran, is now Vasudan
Ship VAC 5 species was Terran, is now Vasudan
Ship VAC 4 species was Terran, is now Vasudan
Ship GVFr Satis species was Terran, is now Vasudan
Ship GVG Anuket species was Terran, is now Vasudan
Ship GVC Aten species was Terran, is now Vasudan
Ship GVC Mentu species was Terran, is now Vasudan
Ship GVCv Sobek species was Terran, is now Vasudan
Ship GVD Typhon species was Terran, is now Vasudan
Ship GVSG Ankh species was Terran, is now Vasudan
Ship GVSG Edjo species was Terran, is now Vasudan
Ship GVEP Ra species was Terran, is now Vasudan
Ship GVA Setekh species was Terran, is now Vasudan
Ship GVD Hatshepsut species was Terran, is now Vasudan
Ship SF Dragon species was Terran, is now Shivan
Ship SF Basilisk species was Terran, is now Shivan
Ship SF Manticore species was Terran, is now Shivan
Ship SF Aeshma species was Terran, is now Shivan
Ship SF Mara species was Terran, is now Shivan
Ship SF Astaroth species was Terran, is now Shivan
Ship SB Nephilim species was Terran, is now Shivan
Ship SB Taurvi species was Terran, is now Shivan
Ship SB Nahema species was Terran, is now Shivan
Ship SB Seraphim species was Terran, is now Shivan
Ship ST Azrael species was Terran, is now Shivan
Ship SFr Dis species was Terran, is now Shivan
Ship SAC 3 species was Terran, is now Shivan
Ship SFr Mephisto species was Terran, is now Shivan
Ship SC 5 species was Terran, is now Shivan
Ship SFr Asmodeus species was Terran, is now Shivan
Ship SAC 2 species was Terran, is now Shivan
Ship SC Lilith species was Terran, is now Shivan
Ship SC Rakshasa species was Terran, is now Shivan
Ship SC Cain species was Terran, is now Shivan
Ship SD Demon species was Terran, is now Shivan
Ship SD Ravana species was Terran, is now Shivan
Ship SD Lucifer species was Terran, is now Shivan
Ship SSG Trident species was Terran, is now Shivan
Ship SSG Belial species was Terran, is now Shivan
Ship SSG Rahu species was Terran, is now Shivan
Ship SCv Moloch species was Terran, is now Shivan
Ship SJ Sathanas species was Terran, is now Shivan
Ship SJD Sathanas species was Terran, is now Shivan
Ship SpaceHunk species was Terran, is now Shivan
Ship Shivan Comm Node species was Terran, is now Shivan
TBM => Starting parse of 'mv_root-shp.tbm' ...
TBM => Starting parse of 'mv_effects-shp.tbm' ...
TBM => Starting parse of 'mv_assets-shp.tbm' ...
TBM => Starting parse of 'radar-shp.tbm' ...
TBM => Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI time1 with size 47x23 (28.1% wasted)
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 644
Compiling video-processing shader ...
Loading built-in default shader for: video-v.sdr
Loading built-in default shader for: video-f.sdr
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'War in Heaven.plr' with version 1...
PLR => Parsing: Flags...
PLR => Parsing: Info...
PLR => Parsing: Scoring...
PLR => Parsing: ScoringMulti...
PLR => Parsing: HUD...
PLR => Parsing: Variables...
PLR => Parsing: Multiplayer...
PLR => Parsing: Controls...
PLR => Parsing: Settings...
Someone passed an extension to bm_load for file 'hammer1.pcx'
PLR => Loading complete!
PLR => Verifying 'Age of Aquarius.plr' with version 1...
PLR => Parsing: Flags...
PLR => Verifying complete!
PLR => Verifying 'Ashen Wings.plr' with version 0...
PLR => Parsing: Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Derelict.plr' with version 0...
PLR => Parsing: Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Dr Yong.plr' with version 0...
PLR => Parsing: Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'FreeSpace 1.plr' with version 1...
PLR => Parsing: Flags...
PLR => Verifying complete!
PLR => Verifying 'FreeSpace 2.plr' with version 1...
PLR => Parsing: Flags...
PLR => Verifying complete!
PLR => Verifying 'Template.plr' with version 0...
PLR => Parsing: Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'War in Heaven.plr' with version 1...
PLR => Parsing: Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'FreeSpace 2.plr' with version 1...
PLR => Parsing: Flags...
PLR => Parsing: Info...
PLR => Parsing: Scoring...
PLR => Parsing: ScoringMulti...
PLR => Parsing: HUD...
PLR => Parsing: Variables...
PLR => Parsing: Multiplayer...
PLR => Parsing: Controls...
PLR => Parsing: Settings...
Someone passed an extension to bm_load for file 'hammer1.pcx'
PLR => Loading complete!
CSG => Loading 'FreeSpace 2.FreeSpace2.csg' with version 2...
CSG => Parsing: Flags...
CSG => Parsing: Info...
CSG => Parsing: Missions...
CSG => Parsing: Techroom...
CSG => Parsing: Loadout...
CSG => Parsing: Scoring...
CSG => Parsing: RedAlert...
CSG => Parsing: HUD...
CSG => Parsing: Variables...
CSG => Parsing: Settings...
CSG => Parsing: Controls...
CSG => Parsing: Cutscenes...
CSG => Parsing: Last Missions...
Someone passed an extension to bm_load for file 'hammer1.pcx'
CSG => Loading complete!
CSG => Loading 'FreeSpace 2.FreeSpace2.csg' with version 2...
CSG => Parsing: Flags...
CSG => Parsing: Info...
CSG => Parsing: Missions...
CSG => Parsing: Techroom...
CSG => Parsing: Loadout...
CSG => Parsing: Scoring...
CSG => Parsing: RedAlert...
CSG => Parsing: HUD...
CSG => Parsing: Variables...
CSG => Parsing: Settings...
CSG => Parsing: Controls...
CSG => Parsing: Cutscenes...
CSG => Parsing: Last Missions...
Someone passed an extension to bm_load for file 'hammer1.pcx'
CSG => Loading complete!
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame 0 too long!!: frametime = 0.587 (0.587)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
PLR => Saving 'FreeSpace 2.plr' with version 1...
PLR => Saving: Flags...
PLR => Saving: Info...
PLR => Saving: Scoring...
PLR => Saving: ScoringMulti...
PLR => Saving: HUD...
PLR => Saving: Variables...
PLR => Saving: Multiplayer...
PLR => Saving: Controls...
PLR => Saving: Settings...
PLR => Saving complete!
CSG => Saving 'FreeSpace 2.FreeSpace2.csg' with version 2...
CSG => Saving: Flags...
CSG => Saving: Info...
CSG => Saving: Missions...
CSG => Saving: Techroom...
CSG => Saving: Loadout...
CSG => Saving: Scoring...
CSG => Saving: RedAlert...
CSG => Saving: HUD...
CSG => Saving: Variables...
CSG => Saving: Settings...
CSG => Saving: Controls...
CSG => Saving: Cutscenes...
CSG => Saving: Last Missions...
CSG => Saving complete!
Freeing all existing models...
... Log closed, Tue Jan 07 15:30:47 2014
Something about OAL unknown errors, which prevents the audio device from loading.
I have two oal soft .dll's: one in wxlauncher's root, and one in Freespace root. I don't have creative's OAL installed, or OAL anywhere else in my system. I tried dumping the dll in system32, but wxlauncher couldn't find it. I have no idea how to actually install .dll's, so I probably goofed something up there.
-DPLATFORM_HAS_BROKEN_OPENAL=1
==========================================================================
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.
==========================================================================
FreeSpace 2 Open version: 3.7.1
Passed cmdline options:
-mod blueplanetSVN,blueplanetSVN\advtest_bp2,blueplanetSVN\adv_bp2-r2,blueplanetSVN\test_bp2,blueplanetSVN\bp2-r2,blueplanetSVN\BP,Complete\bpc-advanced,blueplanetSVN\BP,Complete\bpc-core,blueplanetSVN\BP,Complete\bpc-visuals3,blueplanetSVN\BP,Complete\bpc-visuals2,blueplanetSVN\BP,Complete\bpc-visuals1,blueplanetSVN\BP,Complete\bpc-audio1,blueplanetSVN\BP,Complete\bpc-audio2,mediavps_3612
Building file index...
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'D:\Games\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\' ... 61 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\advtest_bp2\' ... 136 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\adv_bp2-r2\' ... 50 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\test_bp2\' ... 412 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\bp2-r2\' ... 303 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\BP\' ... 0 files
Searching root 'D:\Games\FreeSpace2\Complete\bpc-advanced\' ... 0 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\BP\' ... 0 files
Searching root 'D:\Games\FreeSpace2\Complete\bpc-core\' ... 0 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\BP\' ... 0 files
Searching root 'D:\Games\FreeSpace2\Complete\bpc-visuals3\' ... 0 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\BP\' ... 0 files
Searching root 'D:\Games\FreeSpace2\Complete\bpc-visuals2\' ... 0 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\BP\' ... 0 files
Searching root 'D:\Games\FreeSpace2\Complete\bpc-visuals1\' ... 0 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\BP\' ... 0 files
Searching root 'D:\Games\FreeSpace2\Complete\bpc-audio1\' ... 0 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\BP\' ... 0 files
Searching root 'D:\Games\FreeSpace2\Complete\bpc-audio2\' ... 0 files
Searching root 'D:\Games\FreeSpace2\mediavps_3612\' ... 316 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'D:\Games\FreeSpace2\' ... 19 files
Searching root pack 'D:\Games\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root 'e:\' ... 0 files
Found 40 roots and 15172 files.
ERROR: Unknown Language Checksum: 589986744
Using default language settings...
TBM => Starting parse of 'mv_core-lcl.tbm' ...
Setting language to English
TBM => Starting parse of 'mv_core-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
Found extension "ALC_EXT_EFX".
Sample rate: 44100 (44100)
EFX version: 1.0
Max auxiliary sends: 1
Playback device: Generic Software on Headset Earphone (3- Microsoft LifeChat LX-3000 )
Capture device: Microphone (ASUS Xonar DG Audio
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
OpenGL Vendor : ATI Technologies Inc.
OpenGL Renderer : AMD Radeon HD 5800 Series
OpenGL Version : 4.2.12422 Compatibility Profile Context 13.152.0.0
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_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
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".
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".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Using extension "GL_ARB_shader_texture_lod".
Using extension "GL_ARB_texture_float".
Using extension "GL_ARB_draw_elements_base_vertex".
Using extension "GL_EXT_framebuffer_blit".
Using extension "GL_EXT_geometry_shader4".
Using extension "GL_EXT_texture_array".
Found special extension function "wglSwapIntervalEXT".
Compiling new shader:
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
Shader features:
Depth-blended Particles
Compiling new shader:
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
Shader features:
Distorted Particles
Compiling deferred light shader...
Loading built-in default shader for: deferred-v.sdr
Loading built-in default shader for: deferred-f.sdr
Max texture units: 8 (16)
Max elements vertices: 2147483647
Max elements indices: 16777215
Max texture size: 16384x16384
Max render buffer size: 16384x16384
Can use compressed textures: YES
Texture compression available: YES
Post-processing enabled: NO
Using bilinear texture filter.
OpenGL Shader Version: 4.30
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka! Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'! Error code = 5.
TBM => Starting parse of 'mv_flak-sct.tbm' ...
TBM => Starting parse of 'mv_exp-sct.tbm' ...
TBM => Starting parse of 'mv_dbrs-sct.tbm' ...
TBM => Starting parse of 'shipsaveload-sct.tbm' ...
TBM => Starting parse of 'promptBox-sct.tbm' ...
TBM => Starting parse of 'zmisc-sct.tbm' ...
TBM => Starting parse of 'partCol-sct.tbm' ...
TBM => Starting parse of 'deathPart-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka! Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
TBM => Starting parse of 'TEI_stuff-snd.tbm' ...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM => Starting parse of 'mv_music-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM => Starting parse of 'mv_effects-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-amr.tbm' ...
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM => Starting parse of 'mv_core-wep.tbm' ...
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_assets-wep.tbm' ...
TBM => Starting parse of 'bp2-r2-wep.tbm' ...
TBM => Starting parse of 'TEI_stuff-wep.tbm' ...
WARNING: "$Pspew specified for weapon Pulsar-AAA but this weapon does not have the "Particle Spew" weapon flag set. Automatically setting the flag" at weapons.cpp:2368
TBM => Starting parse of 'localssm-wep.tbm' ...
TBM => Starting parse of 'furystuff-wep.tbm' ...
Ignoring free flight speed for weapon 'Eos#Hecate'
TBM => Starting parse of 'darius-wep.tbm' ...
TBM => Starting parse of 'beams-wep.tbm' ...
TBM => Starting parse of 'axemstuff-wep.tbm' ...
TBM => Starting parse of 'apocalypse-gef-wep.tbm' ...
TBM => Starting parse of 'mv_effects-obt.tbm' ...
TBM => Starting parse of 'bp2-r2-obt.tbm' ...
WARNING: "Unrecognized weapon 'TAG-AAA' found when setting weapon targeting priorities." at ship.cpp:17934
bp2-r2-obt.tbm(line 4): Error: Required token = [#End] or [$Name:], found [+Target Priority: ( "bombers" "fighters" "bombs")].
ERROR: bp2-r2-obt.tbm(line 4):
Error: Required token = [#End] or [$Name:], found [+Target Priority: ( "bombers" "fighters" "bombs")].
File: parselo.cpp
Line: 333
Int3(): From d:\fso\scp bp\code\globalincs\windebug.cpp at line 1253
-mod blueplanetSVN,blueplanetSVN\advtest_bp2,blueplanetSVN\adv_bp2-r2,blueplanetSVN\test_bp2,blueplanetSVN\bp2-r2,blueplanetSVN\BP,Complete\bpc-advanced,blueplanetSVN\BP,Complete\bpc-core,blueplanetSVN\BP,Complete\bpc-visuals3,blueplanetSVN\BP,Complete\bpc-visuals2,blueplanetSVN\BP,Complete\bpc-visuals1,blueplanetSVN\BP,Complete\bpc-audio1,blueplanetSVN\BP,Complete\bpc-audio2,mediavps_3612;>>>>>>>,.r6252
I will try to take a look into this during the day.
To make sure I understand the problem (again, reading is slow), the argument to FSO's -mod flag (aka the mod line) is incorrect? There are commas in cases where there should be spaces? Any other issues?
Can you post a copy of the mod.ini you're using, or if you prefer, could you PM a copy to me and Iss Mneur? EDIT 2: Well, not sure if there's a point in PMing, since the processed contents are already in the log, so might as well just post it.[/quote]
Here's the mod.ini:
[quote]# PLEASE NOTE ALL INI SETTINGS ARE *OPTIONAL*
# modname: Display name only, so you can have spaces instead of underscores for multi word MOD's
# image255x112: Location of a 255x112 bmp you wish to display in the launcher
# infotext: Text that will appear in the launcher
# website: Link to your website
# forum: Link to your forum
[launcher]
modname = Blue Planet SVN;
infotext = Blue Planet SVN folder.;
website = http://blueplanet.hard-light.net;
forum = http://www.hard-light.net/forums/index.php/board,169.0.html;
[multimod]
primarylist = ;
secondarylist = blueplanetSVN\advtest_bp2,blueplanetSVN\adv_bp2-r2,blueplanetSVN\test_bp2,blueplanetSVN\bp2-r2,blueplanetSVN\BP Complete\bpc-advanced,blueplanetSVN\BP Complete\bpc-core,blueplanetSVN\BP Complete\bpc-visuals3,blueplanetSVN\BP Complete\bpc-visuals2,blueplanetSVN\BP Complete\bpc-visuals1,blueplanetSVN\BP Complete\bpc-audio1,blueplanetSVN\BP Complete\bpc-audio2,mediavps_3612;
EDIT: Other questions offhand:
- Which mod did you have activated in the mod list?
- Did the incorrect -mod string that's in the FSO log also appear in the launcher's "current command line" box (advanced settings tab)?
How should the mod line read? The same except that "BP,Complete" should be "BP Complete"?
Code: [Select]# PLEASE NOTE ALL INI SETTINGS ARE *OPTIONAL*
# modname: Display name only, so you can have spaces instead of underscores for multi word MOD's
# image255x112: Location of a 255x112 bmp you wish to display in the launcher
# infotext: Text that will appear in the launcher
# website: Link to your website
# forum: Link to your forum
[launcher]
modname = Blue Planet SVN;
infotext = Blue Planet SVN folder.;
website = http://blueplanet.hard-light.net;
forum = http://www.hard-light.net/forums/index.php/board,169.0.html;
[multimod]
primarylist = ;
secondarylist = blueplanetSVN\advtest_bp2,blueplanetSVN\adv_bp2-r2,blueplanetSVN\test_bp2,blueplanetSVN\bp2-r2,blueplanetSVN\BP Complete\bpc-advanced,blueplanetSVN\BP Complete\bpc-core,blueplanetSVN\BP Complete\bpc-visuals3,blueplanetSVN\BP Complete\bpc-visuals2,blueplanetSVN\BP Complete\bpc-visuals1,blueplanetSVN\BP Complete\bpc-audio1,blueplanetSVN\BP Complete\bpc-audio2,mediavps_3612;
/home/phantomhoover/Freespace/wxlauncher/code/controls/ModList.cpp: In constructor ‘ModInfoDialog::ModInfoDialog(ModItem*, wxWindow*)’:
/home/phantomhoover/Freespace/wxlauncher/code/controls/ModList.cpp:1355:24: error: operands to ?: have different types ‘wxCStrData’ and ‘const wxString’
item->forum.c_str():_("http://www.hard-light.net/forums/index.php?board=124.0"), _("Forum")).c_str(),
^
PH, are there any additional errors? Does the compiler stop right after encountering the error?
Also, your distro including version number, and versions of GCC and wxWidgets you're using? Is your copy of wxWidgets from your distro's repo, or did you build it?
[launcher]
modname=fsar test
image255x112=FSAR.bmp
as the mod.ini.It was said this wxlauncher folder should be placed not in the main FS2 folder but the default program files location.
Two minor questions:
1-When I installed this it installed to "Program Files (x86)". Is it okay to leave it there?
2-Is it okay if I rename that folder to "0.9.4 wxlauncher"? (I just added the numbers)?
I was making a new banner for our mod and noticed that although wxlauncher calls for an image of 255x112, in the actual gui it's smaller than that, forcing the image to be scaled down and look compressed. I'd much rather use GIMP to scale the image properly to the final resolution, but it seems like we can only use 255x112? What is the actual size of that image box and why are we scaling down to that size instead of using the native image resolution?In the actual GUI it is 182x80. Yes, some mod images do look odd when it does the compression but for most it ends up not being a problem.
[launcher]
modname = Fate of the Galaxy;
image255x112 = texttt.png;
image182x80 = text80.png;
infotext = Fate of the Galaxy is a total conversion of FreeSpace Open based on the Star Wars universe. Our goal is to deliver compelling gameplay that captures the look and feel of the original trilogy space battles. May the force be with you.;
website = http://fateofthegalaxy.net/;
forum = http://www.hard-light.net/forums/index.php?board=70.0;
[multimod]
primarylist = ;
secondrylist = ;
[settings]
flags = ;
The mod.ini looks fine to me. BTW, secondrylist is supposed to be secondarylist. Not that it would break this.It definitely wouldn't break it because both are supported for obscure reasons of backwards compatibility.
Both?The mod.ini looks fine to me. BTW, secondrylist is supposed to be secondarylist. Not that it would break this.It definitely wouldn't break it because both are supported for obscure reasons of backwards compatibility.
Both the correct spelling of secondarylist and the incorrect spelling of secondrylist are parsed identically.Both?The mod.ini looks fine to me. BTW, secondrylist is supposed to be secondarylist. Not that it would break this.It definitely wouldn't break it because both are supported for obscure reasons of backwards compatibility.
The mod.ini looks fine to me. BTW, secondrylist is supposed to be secondarylist. Not that it would break this.
If it doesn't like the 182x80 image then it will reject it and fall back to the 255x112 image. Get a debug build as described in the OP and check the log, it will print the reason when it is parsing the mod.ini's.
Both the correct spelling of secondarylist and the incorrect spelling of secondrylist are parsed identically.Indeed. But that doesn't change that secondrylist is depreciated and that new mods and TC should not be using it.
Huh...so I built a debug version and ran it...and it uses the correct image now! Went back and built the standard version again from scratch and it works fine there too now. Don't know what happened to my last build, since it was from the same source, but it looks fine now. Thanks for the help.Interesting. Not sure what would cause that other than the launcher not getting restarted between tests (all of that data is read on start up).
Okay. Interesting. Was that from a Debug build or a release build. Check the OP if you need the instructions on how to create a debug build.
Otherwise I will try and make Linux Mint VM to test it in. Exactly which version did you use? If you know, is it 32-bit or 64-bit?
Okay. Interesting. Was that from a Debug build or a release build. Check the OP if you need the instructions on how to create a debug build.
Otherwise I will try and make Linux Mint VM to test it in. Exactly which version did you use? If you know, is it 32-bit or 64-bit?
I seek knowledge from wxLauncher guru'swxLauncher uses the Win32 api registry functions, including RegCreateKeyExW and RegSetValueExW.
There's been a few (http://www.hard-light.net/forums/index.php?topic=87577.0) posts (http://www.hard-light.net/forums/index.php?topic=87581.0) in support recently about the "default" FS2/FSO registry entries being missing (i.e. hkey_local_machine\software\volition\freespace2). So the question is, how wxLauncher interact with the registry?
Does it create the entire tree from volition up if it doesn't exist?According to msdn, RegCreateKeyExW (http://msdn.microsoft.com/en-us/library/windows/desktop/ms724844(v=vs.85).aspx) creates all of the intermediate subkeys if they are missing.
Does it write the resolution (and/or any other entries) to that location when a resolution is selected in the Basic tab and then play is pressed?wxLauncher only writes to the FSO locations (registry and cmdline_fso.cfg) when play (or FRED) is pressed. The settings are persisted into the profile, after each change if auto-save is on (which it is by default), or when told to save with the save button or the save settings prompt on profile switch or launcher shutdown.
Thanks :)NP.
wxLauncher only writes to the FSO locations (registry and cmdline_fso.cfg) when play (or FRED) is pressed.
Yeah, is there any way to get it to do that without pressing play? Cause when I'm coding I usually want to change my settings from the usual ones I have to play with. Which means launching FS2 and then immediately killing it (or just changing the cfg file directly, which is what I usually do).Not currently. Truthfully it wasn't really considered because wxLauncher is not designed for the coder use case, not that we won't do what we can to help with that, it certainly will not be a default option. There are a couple of ways we could make that accessible so, create an issue in the issue tracker so that it gets addressed at some point.
Hi,Pleased to meet you.
I am the author of a Joystick remapping / combining app called UJR that uses Shaul's vJoy.
I have recently had a user reporting issues with vJoy and Diaspora whereby the virtual stick is unusable (game binding routine does not recognize input) under win8 when the launcher is started with physical sticks plugged in as well as the virtual stick being installed.Windows 8.1 causes various issues for fs2_open in general.
The only known workaround is to unplug all physical sticks, launch the game, then plug the physical sticks in.
Could anyone maybe help shed any light on why this may be happening, so we can maybe fix it?In response to Shaul, yes the wxLauncher handling of joysticks is quite inflexible, though that is primarily because fs2_open is worse at handling it. wxLauncher follows more or less what the engine does.
Unfortunately I cannot replicate the issue myself - apart from all sticks showing as "microsoft pc-joystick driver" everything works fine under win7.
We have a discussion going on the vJoy forum here (http://vjoystick.sourceforge.net/site/index.php/forum/4-Help/452-windows-8-1-can-t-receive-buttons-axis?start=20#1138)
Part of the problem of course is that all the sticks are named the same in wxLauncher, so we do not know which one *should* be vjoy. We think it is entry #1 as when that option is selected, none of the physical sticks work.You have found the correct location for the wxLauncher code. The code for fs2_open and how it detects joysticks is in joy.cpp as found here (http://svn.icculus.org/fs2open/trunk/fs2_open/code/io/).
I take it that the pertinent code is here (https://code.google.com/p/wxlauncher/source/browse/code/apis/JoystickManager.cpp)?
It seems to me that if we could maybe improve the code in wxLauncher to actually name sticks correctly, or try to output the state a stick axis/button is in, then we could tell if the virtual stick was working according to wxLauncher. Shaul posted in our thread on how to find a stick's name correctly, so maybe that would be a good place to start.
Cheers.
@m!m: Thank you. Can you please attach that patch to an issue in the wxLauncher issue tracker so that the forum golem doesn't eat it if I don't get a chance to get to it soon enough.Sure, here is the issue: https://code.google.com/p/wxlauncher/issues/detail?id=109
Are you sure the builds aren't presenting the sticks in a different order now, maybe by changing the names it also changed the sorting order.Yes, sure. When he runs wxL with physical sticks connected, it lists the first two entries as "Saitkek X-55 Throttle".
@evilc: I would post this on other forum but I am still getting "CAPTCHA is not properly configured (public key is missing). Please contact site administrator!" when ever I try to post something. And now even from a different computer I still get the same message.I know Shaul made some changes to the CAPTCHA setup the other day - I will let him know that there are issues.
CMake Error at /usr/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:108 (message):
Could NOT find SDL (missing: SDL_LIBRARY SDL_INCLUDE_DIR)
Suggest adding libsdl1.2-dev to the dependencies in the Readme
I just did the Windows 8.1 upgrade on my gaming laptop. Now when I try and run Freespace 2 I get this error. I tried reinstalling launcher but no luck.Can you please post a log from a debug build of wxLauncher (instructions are in the first post, under troubleshooting)?
Any ideas?
Hi there,I am not sure what you are referring to? By voices do you mean the Speech section of wxLauncher on windows?
are there plans to add "voices" to the Linux launcher?
Might be thinking of -voicer, the voice recognition flag that is only on Windows. There is no *nix code for voice recognition yet, except a patch in Mantis for OS X that utilizes an Apple-only API, which still doesn't help Linux. The Text to Speech flag is -speech which is also Windows-only.
Can I stay with debug version of wxlauncher because I don't want to screw it all up by reinstalling normal version?Yes you can. It will be more chatty than normal but that is all.
What are the recommended best eye candy settings under advanced when using MediaVPs_2014?We let you set the settings, but we can't answer what is best. The release post (http://www.hard-light.net/forums/index.php?topic=86475.0) for the MediaVPs has recommendations for settings.
[recommendedlighting]
name = Jack's setup
flagset = -ambient_factor 100 -spec_exp 0.7 -spec_tube 1.0
Hello world,
Maybe you'd like to hear about this weird behaviour of wxlauncher I caught up lately, so I post it here. Please redirect me if necessary.
I wanted to use the [recommendedlighting] section of mod.ini file so I put this at the end of the file:Code: [Select][recommendedlighting]
name = Jack's setup
flagset = -ambient_factor 100 -spec_exp 0.7 -spec_tube 1.0
Then in wxlauncher interface I could see my new preset line replacing the other one (baseline recommended) and when i selected it new settings appeared in "current command line" box.
But when I ran the game after this settings I could see no change in lightings. I know it could be very subtle changes at times so I dig further in this and I found out that cmdline_fso.cfg did not reflect my changes. Instead it had:
-ambient_factor 75 -spec_exp 11 -spec_tube 0.4
which are the exact settings you get when not using that mod.ini section! (or if one checks baseline recommended preset line)
To get it to work I had to copy my settings to custom flags box after choosing it in preset list (which automatically checks "Preset off"). This obviously makes mod.ini section useless, but I did get the good options in cmdline_fso.cfg and I could see changes in game too.
Hope this does not look like too confused explanations, I wish I could fix it by myself, but I can't :(
:v: A+
Jack H.
Also doesn't auto save need to be enabled?No, auto-save is for the profiles, not for the changes that are made when the play button is pressed.
Yes,
I clicked play after I modified the settings, indeed I always start the game this way, I mean from wxlauncher, but I only save when I'm satisfied with the settings. As a matter of fact I noticed that when play button is clicked then the cmdline_fso.cfg file is updated just before game launches. And from what I understand it contains options used also if you start the .exe directly. Is this correct?
So I wonder if it's really necessary to activate autosave, but I'll try it as soon as I get back home.
:v: A+
Jack H.
I tried to auto save but to no avail, I was sure it wouldn't help anyway. I hope you can reproduce it and see what happens because I really like this new launcher, it is a true evolution compared to the other launcher5.5. With this one I'm 2 or 3 clicks away from any mods or TC, each with its own combination of settings. I feel like it'll be the only one in the future although launcher5.5 is still pretty stable.
thx for your help on this.
:v: A+
Jack H.
Hello Jack,
I cannot reproduce the issue.
Are you editing the mod.ini while wxLauncher is running?I'm afraid not, why would I do that anyway? ;7
The 3rd session doesn't show "Jack's baseline" in the MediaVPs_2014 mod.ini until after you switch TC's to BRTL and then back.Well I don't remember of this behaviour, what does BRTL stand for?
He probably meant BtRL, 'Beyond the Red Line', and may have been confused with Diaspora.Yes, Beyond the Red Line. No, it was definitely BtRL because it was loading fs2_open_3.6.9.exe. On Jack's computer it is installed in "D:\Programmes\BtRL\" and is apparently called "Beyond the Red Light" by its mod.ini file @ D:\Programmes\BtRL\mod.ini.
Well its either that or your file system is not returning the same thing everytime :drevil:Are you editing the mod.ini while wxLauncher is running?I'm afraid not, why would I do that anyway? ;7
I can only say I modified the mod.ini because I used only this mod during testing, so I had to. I might have mistaken.
Thank you for your patience and thoroughness in the debugging of this issue.The 3rd session doesn't show "Jack's baseline" in the MediaVPs_2014 mod.ini until after you switch TC's to BRTL and then back.Well I don't remember of this behaviour, what does BRTL stand for?
hmm I seem to have failed this one, perhaps I forgot to add lighting section in mod.ini before I begin the test :banghead:
I'll do session3 again and repost logs tonight, sorry I was too quick. Now I think I understand why you asked.
:v: A+
Jack H.
[ 54%] Building CXX object CMakeFiles/wxlauncher.dir/code/datastructures/ResolutionMap.cpp.o
In file included from /usr/include/wx-2.8/wx/clntdata.h:17:0,
from /usr/include/wx-2.8/wx/event.h:18,
from /home/vagrant/wxlauncher/code/datastructures/ResolutionMap.h:22,
from /home/vagrant/wxlauncher/code/datastructures/ResolutionMap.cpp:19:
/home/vagrant/wxlauncher/code/datastructures/ResolutionMap.cpp:34:2: error: conflicting declaration ‘typedef class std::tr1::unordered_map<wxString, ResolutionData, wxStringHash, wxStringEqual> PreferredResolutionMap’
PreferredResolutionMap);
^
In file included from /home/vagrant/wxlauncher/code/datastructures/ResolutionMap.cpp:19:0:
/home/vagrant/wxlauncher/code/datastructures/ResolutionMap.h:36:7: error: ‘class PreferredResolutionMap’ has a previous declaration as ‘class PreferredResolutionMap’
class PreferredResolutionMap; // in .cpp file
^
/home/vagrant/wxlauncher/code/datastructures/ResolutionMap.cpp:36:39: error: aggregate ‘PreferredResolutionMap ResolutionMap::prefResMap’ has incomplete type and cannot be defined
PreferredResolutionMap ResolutionMap::prefResMap;
^
/home/vagrant/wxlauncher/code/datastructures/ResolutionMap.cpp: In static member function ‘static const ResolutionData* ResolutionMap::ResolutionRead(const wxString&)’:
/home/vagrant/wxlauncher/code/datastructures/ResolutionMap.cpp:39:2: error: incomplete type ‘PreferredResolutionMap’ used in nested name specifier
PreferredResolutionMap::const_iterator it = prefResMap.find(shortname);
^
/home/vagrant/wxlauncher/code/datastructures/ResolutionMap.cpp:39:41: error: expected ‘;’ before ‘it’
PreferredResolutionMap::const_iterator it = prefResMap.find(shortname);
^
/home/vagrant/wxlauncher/code/datastructures/ResolutionMap.cpp:41:10: error: ‘it’ was not declared in this scope
return (it == prefResMap.end()) ? NULL : &it->second;
^
CMakeFiles/wxlauncher.dir/build.make:583: recipe for target 'CMakeFiles/wxlauncher.dir/code/datastructures/ResolutionMap.cpp.o' failed
make[2]: *** [CMakeFiles/wxlauncher.dir/code/datastructures/ResolutionMap.cpp.o] Error 1
CMakeFiles/Makefile2:131: recipe for target 'CMakeFiles/wxlauncher.dir/all' failed
make[1]: *** [CMakeFiles/wxlauncher.dir/all] Error 2
Makefile:137: recipe for target 'all' failed
make: *** [all] Error 2
@Jackho: What drive is your Windows directory on? C:? D:?
diff --git a/code/datastructures/ResolutionMap.h b/code/datastructures/ResolutionMap.h
index c6fca73..735ecd9 100644
--- a/code/datastructures/ResolutionMap.h
+++ b/code/datastructures/ResolutionMap.h
@@ -33,8 +33,6 @@ DECLARE_EVENT_TYPE(EVT_RESOLUTION_MAP_CHANGED, wxID_ANY);
WX_DECLARE_LIST(wxEvtHandler, ResolutionMapEventHandlers);
-class PreferredResolutionMap; // in .cpp file
-
struct ResolutionData {
ResolutionData() { } // required for wxHashMap, unfortunately
ResolutionData(long width, long height) : width(width), height(height) { }
@@ -46,6 +44,10 @@ struct ResolutionData {
long height;
};
+WX_DECLARE_STRING_HASH_MAP(
+ ResolutionData,
+ PreferredResolutionMap);
+
class ResolutionMap {
public:
static const ResolutionData* ResolutionRead(const wxString& shortname);
@JackHo: Does your system have a "C:\Programmes" as well? If so, did you create it manually? Do you have a "C:\Program Files" or "C:\Program Files (x86)" on your system?
C:\Program Files (x86)\wxLauncher\bin\wxlauncher.exe
The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe for more detail.
OS: Windows 7 64-bit SP1Same, Windows 10 64-bit.
Unfortunately, I'm unable to run the new version. Installation works fine, but when I try to run wxLauncher, I get this error:QuoteC:\Program Files (x86)\wxLauncher\bin\wxlauncher.exe
The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe for more detail.
I tried using the debug build in hopes that it would generate a log, but it didn't. In fact, it doesn't seem to be writing anything to AppData. I also tried running it as an administrator with no luck.
Try the debug version. Apparently the release version is linked against the debug CRT. I will have to check how I did that tomorrow.The debug build produces the same error as the release build, so I doubt that's the problem. That is, unless the debug build uses the release build's CRT.
Computer\HKEY_CURRENT_USER\SOFTWARE\Classes\VirtualStore\MACHINE\SOFTWARE\Wow6432Node\Software\Volition\Freespace2
Computer\HKEY_CURRENT_USER\SOFTWARE\Classes\VirtualStore\MACHINE\SOFTWARE\Wow6432Node\Volition\FreeSpace2
The former appears to have been written by wxLauncher; the latter is the one FSO seems to use.
The former appears to have been written by wxLauncher; the latter is the one FSO seems to use.
/me cannot wait for Windows to move to config files instead of registry nonsense
This version runs, but it seems to be writing to the wrong place in the registry. I now have the following two registry entries:Code: [Select]Computer\HKEY_CURRENT_USER\SOFTWARE\Classes\VirtualStore\MACHINE\SOFTWARE\Wow6432Node\Software\Volition\Freespace2
The former appears to have been written by wxLauncher; the latter is the one FSO seems to use.
Computer\HKEY_CURRENT_USER\SOFTWARE\Classes\VirtualStore\MACHINE\SOFTWARE\Wow6432Node\Volition\FreeSpace2
/me cannot wait for Windows to move to config files instead of registry nonsense
Unfortunately, that's waiting on Antipodes, so it'll be post-3.7.4.
The former appears to have been written by wxLauncher; the latter is the one FSO seems to use.
/me cannot wait for Windows to move to config files instead of registry nonsense
Then just do it. :P
If you are not on Windows, it doesn't matter. If you are on windows, I would try 0.10.1 (that I just posted :)).This version runs, but it seems to be writing to the wrong place in the registry. I now have the following two registry entries:Code: [Select]Computer\HKEY_CURRENT_USER\SOFTWARE\Classes\VirtualStore\MACHINE\SOFTWARE\Wow6432Node\Software\Volition\Freespace2
The former appears to have been written by wxLauncher; the latter is the one FSO seems to use.
Computer\HKEY_CURRENT_USER\SOFTWARE\Classes\VirtualStore\MACHINE\SOFTWARE\Wow6432Node\Volition\FreeSpace2
/me cannot wait for Windows to move to config files instead of registry nonsense
So would you advise I try this new version or stick to the previous wxlauncher (.94) that I have?
So, on Windows, it doesn't generally obey resolution settings anymore. I can say "Run in a Window" at 1280x800 and it will instead run the window at 1024x768 no matter what. Same for "Full Screen Window".
Also, this version of wxL somehow causes my screen resolutions to jump all over the place when FSO is started. This makes my multimonitor windows jump all over the place. I reverted back to what I had before 0.9.4 and these issues are not present. Basically it seems that at least the Windows version has issues properly setting resolutions.
Hmm, my mistake. AdmiralRalwood suggested I double check 10.1 again in case I was accidentally on 10.0. I thought I was on 10.1, but clearly not because these issues are not present on testing 10.1 this time.Good to hear. What you were reporting what what the fix for 0.10.1 would have affected the most.
Also, this version of wxL somehow causes my screen resolutions to jump all over the place when FSO is started. This makes my multimonitor windows jump all over the place. I reverted back to what I had before 0.9.4 and these issues are not present. Basically it seems that at least the Windows version has issues properly setting resolutions.With 0.10.1 does this stop occurring as well?
Also, this version of wxL somehow causes my screen resolutions to jump all over the place when FSO is started. This makes my multimonitor windows jump all over the place. I reverted back to what I had before 0.9.4 and these issues are not present. Basically it seems that at least the Windows version has issues properly setting resolutions.With 0.10.1 does this stop occurring as well?
Just upgraded to Windows 10... I can't get wxL to launch FSO. I get "Unhandled error in setting HKLM key in registry! Access is denied."
Please dear all that is holy can we get these settings out of the damned registry? (I know, that's not a wxL thing).
And yes, I did run the launcher as admin.
Please dear all that is holy can we get these settings out of the damned registry? (I know, that's not a wxL thing).I had a patch for that at some point and I also have a PR that adds support for using SDL to determine where to save configuration files which is required for the configuration file changes.
Windows Registry Editor Version 5.00
[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Volition]
[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Volition\FreeSpace2]
"EregCount"=dword:00000003
"Videocard"=hex(2):44,00,69,00,72,00,65,00,63,00,74,00,20,00,33,00,44,00,20,00,\
2d,00,20,00,50,00,72,00,69,00,6d,00,61,00,72,00,79,00,20,00,44,00,69,00,73,\
00,70,00,6c,00,61,00,79,00,20,00,44,00,72,00,69,00,76,00,65,00,72,00,20,00,\
28,00,33,00,32,00,20,00,62,00,69,00,74,00,29,00,20,00,28,00,31,00,30,00,32,\
00,34,00,78,00,37,00,36,00,38,00,29,00,00,00
"CmdLineOptions"=hex(2):00,00
"Interlaced Movies"=dword:00000000
"Movie Fast Clear"=dword:00000000
"D3DFast"=dword:00000000
"D3DTextureOrigin"=dword:00000001
"ForceWFOG"=dword:00000000
"Detect Glide"=dword:00000000
"Detect D3D"=dword:00000001
"DisableZbias"=dword:00000000
"Soundcard"=hex(2):44,00,69,00,72,00,65,00,63,00,74,00,53,00,6f,00,75,00,6e,00,\
64,00,00,00
"LauncherSoundEnabled"=dword:00000001
"EnableJoystickFF"=dword:00000000
"EnableHitEffect"=dword:00000001
"ComputerSpeed"=dword:00000002
"NetworkConnection"=hex(2):4c,00,41,00,4e,00,00,00
"ConnectionSpeed"=hex(2):46,00,61,00,73,00,74,00,00,00
"SkipVerify"=dword:00000000
"PXOBanners"=dword:00000001
"ForcePort"=dword:00000000
"Language"=hex(2):45,00,6e,00,67,00,6c,00,69,00,73,00,68,00,00,00
"StraightToSetup"=dword:00000000
"Gamma"="1.80"
"LastPlayer"=""
[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Volition\FreeSpace2\Version]
"Major"=dword:00000001
"Minor"=dword:00000014
"Build"=dword:00000000
This bug is still a thing on Windows.That's not happening on my Windows 7 64-bit SP1 system. Maybe it only happens on newer versions of Windows.
[...]
Minimize wxL causes the bottom info bar to cover the buttons. While it looks like you can press the buttons in those images, you can't... because they are "covered" by the info bar. You can to press on the very tip top edge of the FRED/FSO buttons.
This bug is still a thing on Windows.That's not happening on my Windows 7 64-bit SP1 system. Maybe it only happens on newer versions of Windows.
[...]
Minimize wxL causes the bottom info bar to cover the buttons. While it looks like you can press the buttons in those images, you can't... because they are "covered" by the info bar. You can to press on the very tip top edge of the FRED/FSO buttons.
Doesn't happen to me on my Win10-64 install, and I don't recall it ever happening on my old Win7-64 install. Might be related to multiple monitors?This bug is still a thing on Windows.That's not happening on my Windows 7 64-bit SP1 system. Maybe it only happens on newer versions of Windows.
[...]
Minimize wxL causes the bottom info bar to cover the buttons. While it looks like you can press the buttons in those images, you can't... because they are "covered" by the info bar. You can to press on the very tip top edge of the FRED/FSO buttons.
Happened on my install of Windows 7 forever. I just put up with it. Suppose I'll be putting up with it indefinitely if no one else can reproduce it.
Doesn't happen to me on my Win10-64 install, and I don't recall it ever happening on my old Win7-64 install. Might be related to multiple monitors?This bug is still a thing on Windows.That's not happening on my Windows 7 64-bit SP1 system. Maybe it only happens on newer versions of Windows.
[...]
Minimize wxL causes the bottom info bar to cover the buttons. While it looks like you can press the buttons in those images, you can't... because they are "covered" by the info bar. You can to press on the very tip top edge of the FRED/FSO buttons.
Happened on my install of Windows 7 forever. I just put up with it. Suppose I'll be putting up with it indefinitely if no one else can reproduce it.
I keep getting 800x600Are you missing the 1024x768 interface art (IIRC, it's in sparky_hi_fs2.vp)?
I've compiled wxLauncher on Ubuntu 15.10 using wxWidgets 3.0.2. I removed wxWidgets 2.8 before I compiled wxLauncher.I am unable to replicate this, I assume a mod.ini somewhere has something that is triggering a log message that is not formatted correctly.
When I try to start it up, however, I get this error message:
(http://www.ciinet.org/kevin/wxLFail.png)
This problem occurs with the wxLauncher package in the repo, too.
[settings]
flags: -ship_choice_3d;
Ha! I thought I'd run into this before (http://www.hard-light.net/forums/index.php?topic=89162.msg1784873#msg1784873). For some reason the mod.ini files for ASW1 & ASW2 also have a colon in their settings section:Code: [Select][settings]
flags: -ship_choice_3d;
Replacing the colon with equals removes the issue.
[settings]
flags= -ship_choice_3d;
The win32 launcher doesn't care so I need to "fix" wxLauncher not to either, but that hasn't happened yet. Though if a mod is being distributed with the above setting...
Correct, it doesn't do anything and as already noted, as far as I can tell, there is no indication of what it is supposed to even do. Some examples I have seen are used sort of like the flagsets feature of wxLauncher.I'm pretty sure it's supposed to specify which flags are always supposed to be enabled, regardless of the user's settings. For instance, in the example given, the -ship_choice_3d flag is supposed to be enabled, even if the user has not enabled it.
massive conversion of old hackish ini bookkeeping to new encapsulated bookkeeping(The commented-out code is in CTabMOD::GetSettings in TabMOD.cpp, in case you want to look.)
nobody try to run this yet; it's not debugged and doesn't even compile
Can has an [about] section, or list the wxLauncher version number in the title bar?There is/was a button on the bottom left labeled about. But I don't remember if it is still there it was removed. I will have to look tonight.
Currently the only way to detect what version of wxLauncher you're running seems to be opening %APPDATA%\wxlauncher\wxlauncher.log
See: here (http://www.hard-light.net/forums/index.php?topic=91030.msg1805531#msg1805531).
EDIT: If it's normally displayed as info on the bottom, I can't see it because I have an info tip about Windows reporting 0 joysticks and 0 being plugged in.
EDIT2: I noticed, upon opening, wxLauncher displays like 3 messages in the bottom info section, which are each quickly replaced with the next message, and no way to view a message log of what was displayed. Not sure if that is intended behavior or not.
Hmm, I don't remember seeing an About button...You are correct. I know had code for it somewhere at sometime. I wonder if it turned into one of the pages in the online help...
I don't know why but sometimes the Windows registry just doesn't work anymore for FSO.More than likely it is related to the registry virtualization that is applied to an application like FSO that doesn't have a proper manifest, and writes to HKLM and Program Files.
What version of FSO are you using? 3.7.4 RC2 should have a fix for this bug by enabling the "Use a different registry path" option in the launcher. I don't know why but sometimes the Windows registry just doesn't work anymore for FSO. It will be properly fixed after the 3.7.4 release when a new configuration system will be used that doesn't rely on the registry anymore.
Great! Thanks for testing that....For some people. Unfortunately, for others, the alternative registry path code makes it stop working, and we've yet to find the common denominator.
At least now we know that that option properly fixes the issue.
As I understand it, the latest 'official' wxlauncher version is 0.11.The latest official release is 0.10.1, which is the one that you should use. When a new official release is made the OP will be updated and a new post added (so feel free to turn on notify for this thread).
However, there is also work being done on "release candidates" for version 0.12; when 0.12 gets finalized and official, will it be announced here in this thread and put in the opening post list?Correct. This is how wxLauncher releases have worked since 0.10 but they were never explicitly labeled as such.
I'm using 3.7.4 final for my build. However, m!m told me on the previous page that it wasn't a problem that I was using 0.11 with that.Not unless it's giving you problems.
Should I switch back to 0.10.1?
Return Value
Returns the GUID of the given joystick. If called on an invalid index, this function returns a zero GUID; call
SDL_GetError() for more information.
I wonder if something is wrong with the version of SDL2.dll that ships with wxL?Why is wxLauncher still using SDL 2.0.3, anyway?
Probably cause we haven't shipped an updated wxLauncher since a newer version was released?But even the RC for 0.12 is still using SDL 2.0.3.
That's what I meant, even the last RC we shipped is still using 2.0.3.To be clear, when you said
Probably cause we haven't shipped an updated wxLauncher since a newer version was released?you meant that wxLauncher didn't get updated after SDL 2.0.4 was released? If so, that's incorrect; the first RC for wxLauncher 0.12 was released months after FSO had already updated to SDL 2.0.4.
Using the SDL2.dll from the latest 32-bit nightly solved the problem.:D
perhaps before 3.8 goes final?Not likely, unless there's a major bug with SDL 2.0.4. Otherwise, that'll have to wait for 3.8.2.
Is this launcher compatible with 3_8_0? It refuses to launch at all when using 3_8_0. Older versions seem to work fine.3.8.0 RC1 will not work properly with wxLauncher 0.10.1. You might have better luck with a recent nightly build (http://www.hard-light.net/forums/index.php?board=173.0); if that doesn't work, you'll need a newer version of wxLauncher (https://github.com/scp-fs2open/wxLauncher/releases).
I'm having a couple issues with wxL 0.12.0.Have you tried this? wxlauncher-0.12.0-rc.2.exe (https://github.com/scp-fs2open/wxLauncher/releases/download/0.12.0-rc.2/wxlauncher-0.12.0-rc.2.exe)
1. It doesn't show the screencam script in the list of mods.
2. The help just says "None" over and over.
Neither of these problems are present in Diaspora's launcher.
I wanted to ask: if it's OK I replace the SDL2.dll 2.0.3 file in wxLauncher with the one in FSO 2.0.4?Replacing the DLL is fine (and, with 0.12, fixes the bug where xinput gamepads can't be selected), but be careful: if you use the 64-bit version of FSO, its SDL2 DLL is also 64-bit, and cannot be used with 32-bit wxLauncher.
Have you tried this? wxlauncher-0.12.0-rc.2.exe (https://github.com/scp-fs2open/wxLauncher/releases/download/0.12.0-rc.2/wxlauncher-0.12.0-rc.2.exe)I am using that version.
sudo apt-key adv --fetch-keys http://repos.codelite.org/CodeLite.asc
doesn't work?