Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: SirKnightly on May 06, 2014, 11:44:25 pm

Title: Release: 3.7.2 RC1
Post by: SirKnightly on May 06, 2014, 11:44:25 pm
Good day, and welcome to the first release made by automation!  3.7.2 will be bringing many new features, most recently of which is the new debug console, as well as quite a few bugfixes since the pilot code was introduced in 3.7.0.

Important!!
As always, you need OpenAL installed.  Linux and OS X come with it but Windows users will need to get Creative's OpenAL installer (http://scp.indiegames.us/builds/oalinst.zip).

Important!!
Also, since the internal code linking for TrackIR was revised, an external DLL is now required for FSO to use TrackIR functions.
The following DLL is simply unpacked in to you main FreeSpace2 root dir.
TrackIR is only supported on Windows.
TrackIR SCP DLL (http://www.mediafire.com/download.php?ihzkihqj2ky) (Mirror (http://swc.fs2downloads.com/builds/scptrackir.zip)) (Mirror (http://scp.fsmods.net/builds/scptrackir.zip)) (Mirror (http://scp.indiegames.us/builds/scptrackir.zip))

Launchers, if you don't have one already:
All platforms:  wxLauncher (http://www.hard-light.net/forums/index.php?topic=67950.0) (ongoing project for a unified launcher)
-or-
Windows:  Launcher 5.5g (http://swc.fs2downloads.com/files/Launcher55g.zip) (Mirror (http://scp.fsmods.net/builds/Launcher55g.zip)) (Mirror (http://scp.indiegames.us/builds/Launcher55g.zip)) (Mirror (http://www.mediafire.com/?wdvzn7hhhzh418m)) Not compatible with Windows 8, use wxLauncher above
OS X:  Soulstorm's OS X Launcher 3.0 (http://www.hard-light.net/forums/index.php/topic,51391.0.html)
Linux:  YAL (http://www.hard-light.net/forums/index.php/topic,53206.0.html) or by hand (http://www.hard-light.net/wiki/index.php/Fs2_open_on_Linux/Graphics_Settings) or whatever you can figure out.

Known issues:


(http://scp.indiegames.us/img/windows-icon.png) Windows (MD5s (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.2_RC1.md5))
Compiled on MSVC 2008 SP1

If you don't know which one to get, get the third one (no SSE).  If you don't know what SSE means, read this: http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions
You can use freely available tools like CPU-Z (http://www.cpuid.com/softwares/cpu-z.html) to check which SSE capabilities your CPU has.

fs2_open_3.7.2_RC1.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.2_RC1.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3.7.2_RC1.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3.7.2_RC1.zip))
This one is based on the SSE2 Optimizations from the MSVC Compiler.

fs2_open_3.7.2_RC1_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.2_RC1_SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3.7.2_RC1_SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3.7.2_RC1_SSE.zip))
This one is based on the SSE Optimizations from the MSVC Compiler.

fs2_open_3.7.2_RC1_NO-SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3.7.2_RC1_NO-SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3.7.2_RC1_NO-SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3.7.2_RC1_NO-SSE.zip))

What are those SSE and SSE2 builds I keep seeing everywhere?
Your answer is in this topic. (http://www.hard-light.net/forums/index.php?topic=65628.0)


(http://scp.indiegames.us/img/mac-icon.png) OS X Universal (32/64-bit Intel) (MD5s (http://swc.fs2downloads.com/builds/OSX/fs2_open_3.7.2_RC1.md5))
Compiled on Xcode 5.1.1

fs2_open_3.7.2_RC1.dmg (http://swc.fs2downloads.com/builds/OSX/fs2_open_3.7.2_RC1.dmg) (Mirror (http://scp.fsmods.net/builds/OSX/fs2_open_3.7.2_RC1.dmg)) (Mirror (http://scp.indiegames.us/builds/OSX/fs2_open_3.7.2_RC1.dmg))


(http://scp.indiegames.us/img/linux-icon.png) Linux 32-bit (MD5s (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3.7.2_RC1.md5))
Compiled on Ubuntu 12.04 LTS 32bit, GCC 4.6.3

fs2_open_3.7.2_RC1.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3.7.2_RC1.tar.bz2) (Mirror (http://scp.fsmods.net/builds/LINUX/fs2_open_3.7.2_RC1.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/LINUX/fs2_open_3.7.2_RC1.tar.bz2))


(http://scp.indiegames.us/img/freebsd-icon.png) FreeBSD 64-bit (experimental, limited support) (MD5s (http://swc.fs2downloads.com/builds/FREEBSD/fs2_open_3.7.2_RC1.md5))
Compiled on GhostBSD LXDE 3.0 64-bit, GCC 4.2.1

fs2_open_3.7.2_RC1.tar.bz2 (http://swc.fs2downloads.com/builds/FREEBSD/fs2_open_3.7.2_RC1.tar.bz2) (Mirror (http://scp.fsmods.net/builds/FREEBSD/fs2_open_3.7.2_RC1.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/FREEBSD/fs2_open_3.7.2_RC1.tar.bz2))

Source Code Export (MD5 (http://swc.fs2downloads.com/builds/fs2_open_3_7_2_RC1_src.md5))
fs2_open_3_7_2_RC1_src.tgz (http://swc.fs2downloads.com/builds/fs2_open_3_7_2_RC1_src.tgz) (Mirror (http://scp.fsmods.net/builds/fs2_open_3_7_2_RC1_src.tgz)) (Mirror (http://scp.indiegames.us/builds/fs2_open_3_7_2_RC1_src.tgz))
Title: Re: Release: 3.7.2 RC1
Post by: headdie on May 07, 2014, 01:21:50 am
Sweet.  Posted to reddit and Facebook
Title: Re: Release: 3.7.2 RC1
Post by: Arpit on May 07, 2014, 05:40:30 am
Every time i play the fs2 Mvps 2014 with this build,it causes a crash in the starting of the mission 'The Great Hunt'
Title: Re: Release: 3.7.2 RC1
Post by: The E on May 07, 2014, 05:51:16 am
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: Release: 3.7.2 RC1
Post by: Macfie on May 07, 2014, 06:09:05 am
Any chance of an AVX build?  Also what build is the RC1 based off of?
Title: Re: Release: 3.7.2 RC1
Post by: Trivial Psychic on May 07, 2014, 07:37:46 am
I think this deserves a Highlight.
Title: Re: Release: 3.7.2 RC1
Post by: chief1983 on May 07, 2014, 07:42:49 am
Currently identical to trunk r10632.  MSVC 2008 is not capable of AVX builds I don't believe, I may move to 2012 though in which case I could build AVX.  Need to look into its command line automation options.
Title: Re: Release: 3.7.2 RC1
Post by: General Battuta on May 07, 2014, 09:32:15 am
I find the default pillarboxing really troublesome.
Title: Re: Release: 3.7.2 RC1
Post by: z64555 on May 07, 2014, 09:52:59 am
There's way fewer commands available in the debug console than what there should be. I'm looking into the issue now.
Title: Re: Release: 3.7.2 RC1
Post by: Macfie on May 07, 2014, 11:05:21 am
I find the default pillarboxing really troublesome.

If you are talking about the menus it can be turned off in the options.  In the case of -stretch_menu, you can toggle it just like most of the other flags; it's called "Stretch interface to fill screen" and is found in the Gameplay section.
Title: Re: Release: 3.7.2 RC1
Post by: mjn.mixael on May 07, 2014, 03:04:46 pm
I find the default pillarboxing really troublesome.

I agree. I like that it's there, but the whole implementation was a super quick fix to the stretching that ignored a few other issues.
Title: Re: Release: 3.7.2 RC1
Post by: Spoon on May 07, 2014, 04:05:16 pm
I'm not big on the stretching being off by default. Makes me feel like I picked a wrong resolution, a 4:3 one.
I get that the stretched interface is not exactly pretty, but I find it less bothersome than having two big black boxes on each side of the screen.
Title: Re: Release: 3.7.2 RC1
Post by: Mongoose on May 07, 2014, 04:13:03 pm
Personally I'd far rather have it be pillarboxed than stretched, since the latter always looks fugly, but given that I'm still riding the 4:3 train I don't really have much of a concern either way.
Title: Re: Release: 3.7.2 RC1
Post by: chief1983 on May 07, 2014, 04:15:50 pm
So like, if you guys are watching an old TV show, like The Next Generation on Netflix, and it's only in 4:3 and you've got your big honkin' wide screen, do you stretch that out to fill the TV too?  Because that looks disgusting to me and I always watch in the proper aspect ratio.  Personally I would feel that stretching any graphic like that would be a disservice to the artist(s) who created it.  Wasn't someone working on something that would tile a graphic in the pillarbox area so the interface screens wouldn't actually have pillarboxing, just texture fill?  I wasn't sure what happened with that, I just saw some screenshots of it.
Title: Re: Release: 3.7.2 RC1
Post by: Spoon on May 07, 2014, 04:27:22 pm
Comparing a stretched Jean-luc picard with a stretched menu button is just not the same thing to me.
Having blackboxes/pillars next to the menu makes the game look like a cheap flash game. Stretching is definitely the lesser of two evils in my book.
Title: Re: Release: 3.7.2 RC1
Post by: chief1983 on May 07, 2014, 04:35:49 pm
I've still personally found the interface details look crisper and more appealing when not stretched.  That said, I'm just releasing the code now, I didn't even realize that change had been committed.
Title: Re: Release: 3.7.2 RC1
Post by: Luis Dias on May 07, 2014, 04:45:32 pm
This has been discussed previously. The flag to stretch the menu is there for anyone to use it as they wish, and while some people disagreed to where the default should be, the wide majority of members voted as it is right now.
Title: Re: Release: 3.7.2 RC1
Post by: Spoon on May 07, 2014, 05:09:30 pm
I don't see any voting anywhere? Was there a poll for this?
Title: Re: Release: 3.7.2 RC1
Post by: General Battuta on May 07, 2014, 05:37:23 pm
Comparing a stretched Jean-luc picard with a stretched menu button is just not the same thing to me.
Having blackboxes/pillars next to the menu makes the game look like a cheap flash game. Stretching is definitely the lesser of two evils in my book.

Yeah, definitely this. Something deep and instinctual in me sees a pillarboxed menu as a sign that I've just booted up an old, broken, or ****ty game.
Title: Re: Release: 3.7.2 RC1
Post by: Luis Dias on May 07, 2014, 05:42:28 pm
No there was no poll I misspoke there. By "voted" I meant commented. I also think that I abstained from giving my impression because I haven't a strong opinion on this yet. If this decision proves to be controversial, perhaps an actual poll would not be a bad idea?
Title: Re: Release: 3.7.2 RC1
Post by: Mongoose on May 07, 2014, 05:47:00 pm
Comparing a stretched Jean-luc picard with a stretched menu button is just not the same thing to me.
Having blackboxes/pillars next to the menu makes the game look like a cheap flash game. Stretching is definitely the lesser of two evils in my book.

Yeah, definitely this. Something deep and instinctual in me sees a pillarboxed menu as a sign that I've just booted up an old, broken, or ****ty game.

See I view it as quite the opposite: if I fired up a game and saw the interface graphics stretched to hell across my screen, I'd figure that it was an older title that no one had touched in a decade, or else that it was created by some cheap hack.  Our coders and artists have done amazing things with this game, but having a new SCP user's first impression of it be BLARGHSTRETCH seems massively counter-productive.  I loathe when TV networks auto-stretch older 4:3 content to fill the whole screen, just because the ignorant masses have never heard of "aspect ratio."  Until there's support for actual widescreen mainhalls that mjn's able to work some render magic on, I think pillarboxing as the default option sends a much more competent message.
Title: Re: Release: 3.7.2 RC1
Post by: General Battuta on May 07, 2014, 06:04:02 pm
Your argument just doesn't connect with me on the level I'm talking about, and like Spoon I don't see a menu as really analogous to gameplay or television or a movie.

Every mainhall I look at on a routine basis looks great in 16:10.
Title: Re: Release: 3.7.2 RC1
Post by: Spoon on May 07, 2014, 06:36:36 pm
Poll made
Here's hoping sensibility will prevail!
Title: Re: Release: 3.7.2 RC1
Post by: mjn.mixael on May 07, 2014, 07:00:41 pm
Here's hoping a true new interface system will be added sooner rather than later to make this whole argument moot.
Title: Re: Release: 3.7.2 RC1
Post by: Spoon on May 07, 2014, 07:28:34 pm
Here's hoping a true new interface system will be added sooner rather than later to make this whole argument moot.
See? Sensibility :p
Title: Re: Release: 3.7.2 RC1
Post by: AdmiralRalwood on May 07, 2014, 07:29:47 pm
Windows users will need to get Creative's OpenAL installer (http://scp.indiegames.us/builds/oalinst.zip).
Should we not also link to OpenAL Soft?
Title: Re: Release: 3.7.2 RC1
Post by: niffiwan on May 07, 2014, 08:38:07 pm
Windows users will need to get Creative's OpenAL installer (http://scp.indiegames.us/builds/oalinst.zip).
Should we not also link to OpenAL Soft?

Yeah - I fully support that.
Title: Re: Release: 3.7.2 RC1
Post by: Goober5000 on May 07, 2014, 10:47:51 pm
It's worth noting that the FSO Installer will also install OpenAL for you.
Title: Re: Release: 3.7.2 RC1
Post by: Arpit on May 08, 2014, 01:22:54 am
Sorry for the earlier post. It was my brother who was posting through my account. As for the issue, I too have confirmed it, but it does not come up when playing through the debug build. It only happens on the release build with the CTD occuring within seconds.
Here's the debug log.

[attachment deleted by an evil time traveler]
Title: Re: Release: 3.7.2 RC1
Post by: The E on May 08, 2014, 02:57:53 am
I see you're using an Intel GPU, can you check if the crash appears when you start the game with the "-no_glsl" commandline option (also known as the "Disable Shader support" option in the Launcher's Troubleshooting section)
Title: Re: Release: 3.7.2 RC1
Post by: Lykurgos88 on May 08, 2014, 07:35:14 am
IMO there should be links for both OpenALs in the opening post. OpenAL soft is not better for everyone.

For example, I ended up getting some additional DPC latency when I tried OpenAL soft and that resulted in some "pop" sounds when clicking anything on the briefing menu. So for me, the Creative's version works better even though I fully understand why most people would like to transfer to Open AL soft :/

My audio card is Asus Xonar Essence STX (using UniXonar drivers w/ Win 7 x64), in case someone wonders.

----
----

As for the 3.7.2 RC. I have a couple of things that I'd love to see fixed for this new stable release :):

Number 1 (by far): The rendering bugs (http://scp.indiegames.us/mantis/view.php?id=3012) in Nebula. (it's already on the target list, but I want to emphasize the importance of this bug.)

Reason: It's pretty much unmissable and always reproducible. It happens especially often when I try to look around the cockpit with the joystick's "thumb thingy". It's also probably the only reoccurring visual glitch in the whole game, so it would be awesome to get rid of it. My graphics card is rather new (Geforce GTX 770 w/ newest drivers), so it's not caused by that. In fact, this bug has happened with 3 different computers I have tried.

Number 2: The endless and bugged SOC skip loop button (http://scp.indiegames.us/mantis/view.php?id=2981)

Reason: New players can accidentally reset the vanilla FS2 campaign by clicking that button.
Title: Re: Release: 3.7.2 RC1
Post by: AdmiralRalwood on May 08, 2014, 04:02:01 pm
IMO there should be links for both OpenALs in the opening post. OpenAL soft is not better for everyone.
I concur; that is why I said "also", as in, "in addition to".
Title: Re: Release: 3.7.2 RC1
Post by: neoterran on May 10, 2014, 03:18:33 pm
Hi all, it's been a while  :p

Have any of you tried playing this using a retina display mac ?

None of the resolutions are usable except the lowest one on 16:10.

The others all just are totally distorted.

I was wondering if there is a fix for this ? I can still play at super low resolution tho.

Memories ;)
Title: Re: Release: 3.7.2 RC1
Post by: General Battuta on May 10, 2014, 03:22:39 pm
what up

Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.

Also some screenshots would be awesome.
Title: Re: Release: 3.7.2 RC1
Post by: neoterran on May 10, 2014, 03:26:04 pm
Oh wait, hold on. I copied the old mediavps when moving files to this comp.

That's not going to work. Let get the 2014 mediavps and see if that fixes it :)

If not I will post back with info. I have have had some display scaling issues with some other games on

this mac tho...
Title: Re: Release: 3.7.2 RC1
Post by: The E on May 10, 2014, 03:26:41 pm
FSO is currently not set up to handle Retina-style high-DPI displays.
Title: Re: Release: 3.7.2 RC1
Post by: neoterran on May 10, 2014, 03:46:48 pm
Okay yeah, I figured that out. Thanks !

*edit*

Okay if anyone else is in the same boat, the solution is to go the OS X Preferences on Mavericks (Don't know if this will work if you're reading this in the far future and STILL playing this game, but give it a try)

take it off the retina resolution and move it to scaled. probably 1920 x 1200 is your best option.

Then run via wxLauncher the game at either 1600 x 1050  or 1920 x 1200 (slightly cropped at bottom) in windowed mode.

That way you can at least run the game at high res, it looks a lot better.

I just want to say, that I think you guys have done a great job, I just played the campaign I voice acted almost 10 years ago for Blaise Russell "Echo Gate" in his brshivans campaign. I got a pretty big kick out of it.

I do think it's amazing that 8 years later many of the people I remember are still here and you guys are still playing this game.

It really is a game with high replay value. Well, at least until Star Citizen is done and everyone forgets about this :)

Anyway, I haven't been here for years, but fantastic community, and thanks to all the C coders who donate much time and effort.

Game runs so much better on a modern mac today than it did in 2009.

So for that I say thanks to all of you. You know who you are.
Title: Re: Release: 3.7.2 RC1
Post by: Spoon on May 27, 2014, 04:43:50 pm
I noticed 'Enable Framebuffer shockwaves' is still listed under experimental in the launcher. Shouldnt this be moved to graphics?
Title: Re: Release: 3.7.2 RC1
Post by: General Battuta on May 27, 2014, 04:58:07 pm
It really is a game with high replay value. Well, at least until Star Citizen is done and everyone forgets about this :)

lol
Title: Re: Release: 3.7.2 RC1
Post by: Echelon9 on May 28, 2014, 01:08:14 am
Game runs so much better on a modern mac today than it did in 2009.

Yes, big improvements via changes in the FS2Open graphics code plus the OpenGL code paths provided by the latest OS X are much better (still some way to go).