Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: mrduckman on August 30, 2005, 11:30:51 am
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Works nice! Mem usage is well high, though. Got 42Mb RAM free while playing :(
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Updated!
CVS as of 8/31/05
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for some reason capitol ships are firing at missle with their main guns :wtf:
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Originally posted by redmenace
for some reason capitol ships are firing at missle with their main guns :wtf:
I noticed that too, around the time of Goober's AI changes (but not neccessarily because of them). Are we sure that retail doesn't do the same thing? I can't really remember and haven't had a chance to check on it myself.
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I can't remember BFGreen ever trying to destroy a stelleto II in the Sixth Worder
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BFGreen is the massive green beam, right? Anyway, gonna try the build when I get home.
Gonna play that mission and see.
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yeah, it is the huge terran green beam weapon. Try using stilettos against the forward beam weapons.
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Originally posted by redmenace
I can't remember BFGreen ever trying to destroy a stelleto II in the Sixth Worder
No ship in "The Sixth Wonder" should have BFGreens :p
I'll see if happens to me.
EDIT: I did have one Stelleto get destroyed by the TerSlash on the front of the Harkwood, but I couldn't tell if it was slashing the station and the missile hit it or if it actually shot it down (I suspect the former actually). Only happened once though.
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Same with me. Can't really tell if the bfgreen was for the station or not. But I can tell the blue AAA beam was hitting the missile. Stilleto, yes.
Got some other odd stuff too.
The Calypso couldn't leave because the AI got it (the "flight path") scratching the station.
On another try, I was hurled 55000 clicks away from the station instead of crashing myself against the station. :wtf:
BTW, how do I attach images here? I don't have web hosting any longer. The server's been burned up, literally.
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To be fair, I've seen Stilletos intercepted in retail, as it does have the "bomb" flag. The real problem here would be either that bombs have been given a higher targeting priority or that huge beams are now attacking bombs more frequently, which I can't really tell one way or another. It should probably be flagged for further observation though. No idea what's up with the colossal whacking though.
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I am sorry but I have seen a bfgreen shoot right by my ship intercepting a stiletto II. There was no way it was hitting the station.
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Originally posted by redmenace
for some reason capitol ships are firing at missle with their main guns :wtf:
well for one thing, AAAf's are too small. instant vaporization with a BFGReen. :p
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Updated!
CVS as of 9/01/05
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Can I have a link to the "Beams fire at bombs" build?
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Originally posted by redmenace
for some reason capitol ships are firing at missle with their main guns :wtf:
I thought i addressed that issue a few years back. Ill have to figure out where the commit went. I though it was in one eval_obj_as_target() or something named similarly.
edit: no its still there, but you're going to need to add 4096 to the mission flags, but that'll make the AI go crazy with trebs as well. Apparently the three people that played multiplayer used that strategy to attack capital ships and draw fire away from friendly warships, but when you don't have respawns its rather annoying :blah:
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http://fs2source.warpcore.org/exes/latest/20050831-redmenace.rar
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alright, take this conversation elsewhere. Admin, can I get a thread split and move?
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I Just tried the build linked to at the top of the page and now I'm getting that constant firing afterburners bug too.
I never noticed that the baking stuff was off-topic cause I just opened a bunch of tabs on last post. Splitting the thread now. Metal Destroyer's stuff can be found here (http://www.hard-light.net/forums/index.php/topic,34938.0.html) now
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Thankyou.
I went ahead and played several missions in a row. I got the int3 bug in the first nebulea mission.
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Originally posted by redmenace
I went ahead and played several missions in a row. I got the int3 bug in the first nebulea mission.
That's the one I've had lately too. It's got a TODO comment on it from Goober5000 so he might need to be the one to answer why or come up with a fix.
@All: I'm going to be working on all of the sound issues this weekend so everyone hang tight on that and it should get worked out in a day or two.
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Originally posted by taylor
That's the one I've had lately too. It's got a TODO comment on it from Goober5000 so he might need to be the one to answer why or come up with a fix.
I have no idea why. If I knew I would have fixed it instead of posting a TODO. :p
It's rather strange that this Int3() is only being reported by the general populace now. I first noticed that Int3(), in only that specific situation, over a year ago.
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Updated!
CVS as of 9/04/05
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Updated!
CVS as of 9/05/05
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Updated!
CVS as of 9/06/05
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Updated!
CVS as of 9/07/05
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Updated!
CVS as of 9/08/05
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whats changed? little bugfixes?
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Not a question one normally asks in a CVS build thread :p. It's the current committed code from everyone, and with the code freeze for 3.6.7 that means all that goes in are bugfixes. It's really most useful for people who are experiencing bugs, obviously, as they can report if it gets better or worse with changes.
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Yes, these builds contain mainly bugfixes. I post them so people can test and help us out. For instance, last night I found a CTD in TSM-005 involving shield strengthening.
This looks like to be the only change:
Taken from CVS Log
Revision 2.35 / (download) - annotate - [select for diffs], Tue Sep 6 17:26:39 2005 UTC (2 days, 6 hours ago) by taylor
Branch: MAIN
CVS Tags: HEAD
Changes since 2.34: +15 -5 lines
Diff to previous 2.34 (colored)
fix mouse position setting in non-standard resolutions
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Updated!
CVS as of 9/10/05
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Updated!
CVS as of 9/11/05
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Redmenace...do you ever sleep? :D
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Does everyone work on these or just Menace?
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Make no mistake there is alot going on in the background. But it only takes me a few minutes to compile, rar and upload.
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Originally posted by kietotheworld
Does everyone work on these or just Menace?
Don't confuse visibility with activity. :rolleyes:
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What RedMenace is doing is taking the contents of CVS and compiling it whenever anyone fixes a problem.
Basically this saves the other coders from having to do it, upload it and link to it. Building from CVS isn't that tricky though and it certainly doesn't imply that RedMenace himself fixed the bugs that are fixed in his builds :)
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I know it is a teameffort, but I'm just amazed by the speed of the updates.:yes:
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Yes, that's what I thought, it was the filename that confused me.
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redmenace, may I ask for a little feature?
Could you put the date in the exes, please? :)
Thanks!
I'll test the 9/11 build tonight. Unless you come up with the 9/12 build :P
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you mean rename them redmenace-20050911_d.exe?
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Or you could use my naming scheme:
fs2_open_Red_2005-09-11_r.exe
I rename all builds to that scheme so I can keep track of them. Obviously, "Red" would be renamed depending on who compiled and released the build.
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in any way as long as it has the date in there :)
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Updated!
CVS as of 9/14/05
Some Important Comments:
- Please test this build. There has been some memory handling revisions that might resolve additional issues or create new ones.
- On a related note: Afterburner Bug Resolved. Please test.
- New naming scheme for files.
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When playing in DX8 mode( 1280&1024) the afterburner soundbug is still there.
Also there is a memory problem, I think. The framerate is very choppy.
IN OpenGL I have the same afterburnerproblem.
The formerbuild 9/11 gave no soundproblems in OpenGL
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Fs2 take more memory now in Open GL.
The afterburner soundbug has gone but reappear sometimes.
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I'm still getting the afterburner bug too. I haven't looked at its memory profile to see if that's any better/worse, but the "fix" isn't fixed yet.
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Afterburner sound bug occurs for me as well on the 20050914 build. No fix here, sorry.
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Originally posted by Alpha0
Afterburner sound bug occurs for me as well on the 20050914 build. No fix here, sorry.
Foundered and Fixered. Will show up in the next build.
*mumble* stupid microsoft *mumble*
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Updated!
CVS as of 9/14/05
Some Important Comments:
- Please test. Hopefully the AB bug is completly gone, but please check.
- I am sorry about the delay. I had a reformat.
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The afterburnerbug is gone. This build seems stable. Both in OpenGL and DX8.
In DX8 there seems to be a memory issue, still.
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Just take the one on the first page on this thread. It's good.
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Try some of the older downloads for memory issues. If you can tell us where it began we might look into it.
http://fs2source.warpcore.org/exes/latest/
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Updated!
CVS as of 9/18/05
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When downloading it says 9/17/05...not18/05
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In DX8 mode the movies do not show up. I only hear the sound. This problem does not exists in OpenGL.
At first this was with all the builds but when I disable AA I can watch the intromovie, but not the cutscenes.
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try again.
cutscenes are being worked on. Try downgrading to divx 5
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Could you also include a fix about the number of ships in ship.tbl ??
Because, when I add 30 more ships to the main ship.tbl, Fs2 crashed during loading process.
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Run an inferno build or just put up with it.
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Inferno Build is uploaded. Check out first post. I might have got it wrong though.
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Note than an Inferno build changes the location of pilot files.
You can go back to normal pilot files, but it takes a bit of work with a hex editor.
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Which will be resolved in 3.6.8 Hopefully.
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Originally posted by redmenace
Which will be resolved in 3.6.8 Hopefully.
3.7 at the earliest, maybe 3.8 if it takes me forever to complete all of the new code. The new code is a complete, from the ground up, rewrite.
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NM, those were not built right. Rebuilding...Done!
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Media VPs and the official SCP release are both up to 3.6.6. 3.6.7 is the next official build, which will be the result of the current code freeze.
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I use the 3.6.6 VP's and the last build from Redmenace but entering the menu of the game(meaning the great shiphall) it clearly says 3.6.5 build. I am wondering, maybe I am doing something wrong or I am overseeing something.
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The figure it gives you in the mainhall is based on the exe build, not the media VPs you're using.
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Originally posted by High Max
9/17 works good and no longer has that annoying afterburner error. Also, people talk about 3.6.7 like it is already out, but that can't be because there was no thread created in "The Source Code Project" forum that was titled "3.6.7 released" and the latest media vps that I know of are 3.6.5.
Look before you post.
http://www.hard-light.net/forums/index.php/topic,35266.0.html
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The latest mediaVPs are 3.6.6; the upcoming ones are still in development. Since I did release 3.6.6 despite the lack of a build, I figure it'd be better to take my time and fix the bugs that are being reported, and try to keep bugs out of the 3.6.7 mVPs.
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Updated!
CVS as of 9/20/05
Some Important Comments:
- This is a Open AL Build only. Since we are moving toward Open AL, we will be releasing primarily Open AL builds only.
- You might need this (http://developer.creative.com/articles/article.asp?cat=1&sbcat=31&top=38&aid=46&file=OpenALwEAX.exe) if your sound card drivers don't support Open AL.
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Does this include Taylor's engine glow fix?
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maybe, you would need taylor to answe that.
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Depends on exactly when redmenace updated his CVS but I'd say yes, the engine glow fix should be there. Also a slight OpenGL font rendering speedup is in now as well, if you like/use OpenGL that is.
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It was done around 4am IIRC
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It's there and it works. Helps if I actually update the build that the launcher is pointing to :rolleyes:
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Updated!
CVS as of 9/21/05
Some Important Comments:
- There is an reintroduction of an old feature. Select "enable flash upon warp" to activate a warp feature where there is a flash of light as a warp hole closes.
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There is aproblem for me with the 9/21 build. In the mission: slaying Ravana, the bomber only can choose from hornets and tempest rockets( no lock on feature).
So there is no way to finisch this mission. I will report this later to mantis. Anyone else with this problem?
I'm using 3.6.7, 3.6.6 mv files and build 21/09
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Originally posted by redmenace
Updated!
CVS as of 9/21/05
Some Important Comments:
- There is an reintroduction of an old feature. Select "enable flash upon warp" to activate a warp feature where there is a flash of light as a warp hole closes.
[/B]
Is that ship-specific set? (in Fred or tbls?)
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Originally posted by eiszo
There is aproblem for me with the 9/21 build. In the mission: slaying Ravana, the bomber only can choose from hornets and tempest rockets( no lock on feature).
So there is no way to finisch this mission. I will report this later to mantis. Anyone else with this problem?
I'm using 3.6.7, 3.6.6 mv files and build 21/09
Does this happen in any earlier builds?
What VP files are you using?
Have you tried replaying the campaign with a new pilot? (just use cheats to skip through the first few levels)Originally posted by aldo_14
Is that ship-specific set? (in Fred or tbls?)
Command-line.
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The point is, I started 3.6.7 in combination withe 21/09. So there are 2 tings different. In the former setup I didn't have this problem( 3.6.5 and 19/09)
The VP files are the 3.6.6 onse from the open Source website. Plus several upgrades like the 3D shockwave , high poly orion) These gave me no problems before.
This is the first time, after using many builds, that i have troubles when using OpenGL.
I have not tried an other pilot. I will try later on.
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use the command line -allslev to unlock the campaign missions so you can just select the mission to test.
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I feel really stupid...but how and where do I do that? ( ingame during a mission or in the hall, or...)
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In the launcher under "custom flags" before you start the game. Missions will then be available through the techroom's "campaign mission" section.
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Updated!
CVS as of 9/22/05
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Originally posted by eiszo
I feel really stupid...but how and where do I do that? ( ingame during a mission or in the hall, or...)
Is your issue resolved?
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Yes, with a new pilot the mission goes well. Trying to go on with the campaign with my original pilot is still not possible. One way or another I only can choose between hornets and tempest.
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Updated!
CVS as of 9/24/05
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Updated!
CVS as of 9/25/05
Some Important Comments:
- Improvements to how species are handled. Ask Goober.
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The download for the OpenAL library seems to be dead... anyone else care to verify?
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http://developer.creative.com/landing.asp?cat=1&sbcat=31&top=38
Or go to www.openal.org and check the 'Downloads' section for Installers if you have an NVIDIA chipset, or Mac OS X.
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Using the 25/09 build I can't start the game. This did not happen for quit some time now. I get the windows screen that microsoft wants to report a error. The former 09 buids worked all well. I don't know what changed.
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I got a 'failed to read flag file' error with 25/9 build. I have devil.dll, ilu.dll and ilut.dll present at the FS2 folder (wasn't this error connected to these files?).
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its all goobers fault...
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Tried today's build. It wouldn't finish loading. Got the following error from the debug:
Assert: Num_asteroid_types < Total_asteroid_types
File: c:\fs2_open\code\asteroid\asteroid.cpp
Line: 2082
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
asteroid_init() game_init() WinMainSub() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
EDIT: I have the 3.6.6 VPs from the SCP download page.
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Originally posted by redmenace
its all goobers fault...
Redmenace, I told you not to post any more CVS builds until I got everything fixed. :rolleyes:
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lol you said you would have it fixed in a few hours. and the 24th build was already up when I talked to you. That is why I link a 9/22 aswell.
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I think you mean 25th
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no when I posted a 9/24 I added the 9/22 after the fact. When 9/25 came I posted a 9/25 build and removed both 9/22 and 9/24 from the post.
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This is what I get for not keeping track of this even while I was busy helping debug another game...Doh!
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Originally posted by WMCoolmon
http://developer.creative.com/landing.asp?cat=1&sbcat=31&top=38
Or go to www.openal.org and check the 'Downloads' section for Installers if you have an NVIDIA chipset, or Mac OS X.
The first link just links back to the dead link, and the second one isn't an option since I don't have an Nvidia card or am running OSX, but thanks anyway. The link'll probably be fixed sometime.
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the original was not dead for me. it went to a page that contained info about open AL and a DL link.
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Well, I'd intended to say that it's the DL that's dead, not the link itself. My bad...
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Just my luck, all the builds before 20/09 function but after it all get is 'failed to read flag file' error. That happens with 20/09, 24/09 and 25/09 builds. And all i need is a build after 20/09 because of this. (http://www.hard-light.net/forums/index.php/topic,35407.0.html)
I thought that at least 20/09 was a functional build so am i doing something wrong or is it just something wrong with the build.
Builds 14/09, 17/09 and 18/09 all work fine.
EDIT: Just forget this, OpenAL installation solved it.
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Wanderer: are you using XP?
If so make sure you have the OpenAL installer...Fs2_open has had trouble like that in the past with missing libs.
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Now i'm feeling so stupid :ick::hammer:
I had indeed the OpenAL installer. I just hadn't run it....:mad: and once again :mad:
Installers usually produce result only after you have run them...
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Updated!
CVS as of 9/26/05
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Updated!
CVS as of 9/27/05
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Originally posted by Wanderer
Now i'm feeling so stupid :ick::hammer:
I had indeed the OpenAL installer. I just hadn't run it....:mad: and once again :mad:
Installers usually produce result only after you have run them...
Yeah, been there. ;) I once installed a program, realized it wasn't working right, uninstalled it to reinstall it, then deleted the installer and wondered why I couldn't find it in the Start menu.
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I can't start the game with this build. Every thing after the 22/09 gives me crashes.
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Keep up the excellent work Red....your doin great :D
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I am doing nothing more than compiling CVS contents. Goober, Inquisitor, taylor, Bobboau, WMC, Kazan etc really deserve your respect.
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Well redmenace does deserve credit for being faithful and perserverant. :)
But we appreciate the respect as well. :D
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my bad:p
thanks too the HLP CVS team (Goober, Inquisitor, Taylor, Bobboau, WMC, Kazan and Redmenace)
better?:lol:
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Like Eiszo, i can´t get any of the builds after 0922 to run.
Error: pixels.tbl(15):
Error: Required token = [Traitor IFF:], found [+As Seen By Neutral: ( 255, 0, 0] .
File:C:\fs2_open\code\Parse\PARSELO.CPP
Line: 555
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
is one of the errors i get now. In FSO and TBP.
Is it enough to post it here, or should i go mantis?
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its all related to the species revamp Goober is working on. Go ahead and mantis is but I am sure Goober already knows about it.
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Any chance of an updated FRED (release and debug) any time soon? :nervous:
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Originally posted by Trivial Psychic
Any chance of an updated FRED (release and debug) any time soon? :nervous:
Nope, fred2_open won't compile. Sorry.
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Updated!
CVS as of 9/28/05
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Originally posted by redmenace
Nope, fred2_open won't compile. Sorry.
RATS! :ick:
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It compiled for me. :nervous:
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I would really want to know what major change went on after the 22/09 build. After that I can't play the game anymore. Is there a file with the changes in it to read?
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Ok, trying the 09/28/05 build I get this:
Error: pixels.tbl(7):
Error: Required token = [Traitor IFF:], found [$Traitor IFF: Traitor ] .
File:C:\fs2_open\code\Parse\PARSELO.CPP
Line: 555
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
It appears to be having a problem with one of the files contained in one of the VPs. I'm guessing that you made things tighter about foul-ups like that?
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That's cause of Goober's IFF changes. Nothing wrong with your system. Just use an earlier build till it's sorted.
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I know it's not on my system. I know it's a software glitch. And I AM using an earlier build. Specifically, the 3.6.7 official release.
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Originally posted by CaptJosh
I know it's not on my system. I know it's a software glitch. And I AM using an earlier build. Specifically, the 3.6.7 official release.
No you're not, otherwise you wouldn't have gotten that message. :p
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I only got it once when I tested that build. When it didn't work, I switched back. Try using your head for more than a hat rack.
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I misread your post and thought you said you got that message when you tried the official 3.6.7 build. Apologies. But please try to be polite when you post; insulting a SCP member (let alone an admin) seldom gets you far. :blah:
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I apologize. Got a headache. Tends to make me snappish.
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It appears to be having a problem with one of the files contained in one of the VPs. I'm guessing that you made things tighter about foul-ups like that?
There's no/never has been a pixels.tbl in the mediaVPs, so if it is a bug, it's either something about the build, or some other mod you have installed.
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The only VPs I have are the ones from the scp website.
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What does the launcher show as your command line?
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The root directory contains vps aswell. The problem is not with the vps though. It is strictly a code related issue.
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Originally posted by WMCoolmon
What does the launcher show as your command line?
Actually, I tested it without any options enabled. I wanted to make sure none of the fancy effects were at fault.
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Updated!
CVS as of 9/29/05
Some Important Comments:
- IFF Parse error fixed.
- Thruster bug that affects HTL models still present.
- Fred Build also posted.
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Any chance that work has been done on an apparently large memory leak?
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what memory leak?
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The one that seems to crop up every time I restart a mission. When I first run it, the comms animations are smooth and control of my ship is good, but if I screw up and have to start over, or if I just want to see if I can get a better result, things start to hiccup. The game will freeze while it reloads the anmation, or worse still, jitter instead. It gets progressively worse for every repeat of a mission. I've got half a gig of PC3200 400MHz DDR RAM. I shouldn't be seeing stuff like that, IMO.
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can you give me a specific mission please?
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It's not mission specific. Any time I restart any mission, it starts to do this.
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I will take a look at it as time permits.
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I was thinking about this while I was convincing myself to get up this morning, and I realized it might not be the animations at all.
Last night when I was playing some more, using the new build, too, I made it to the final mission. I restarted that mission once, and the issue set in, but it wasn't just happening with communications animations on screen. I was getting a small jitter just as the beam sounds started.
Now, I have it set to preload mission sounds, so I'm wondering if there's another issue here, something with it not clearing the sounds out of memory before reloading everything? Or perhaps with it not preloading sounds correctly when a mission reloads to play again?
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I played one mission 3 times and didn't notice much.
@taylor, would you look at these memory usages for me
http://fs2source.warpcore.org/memorystats.zip
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I suspect your system stats are better than mine. I only have a 1.6 GHz Duron CPU and an Mad Dog GeForce FX5200 for video. My sound card is a mere Sound Blaster Live! My hard drive also is only a 7200RPM drive with a 2 meg cache. I do have a lot of the high quality effects and such enabled. It's possible I'm just over-taxing my system some.
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This has been reported before to me and was exactly as CaptJosh explains, it appears to happen on a mission restart. I wasn't ever able to come up with a possible leak but figured that it was bmpman's caching system. Between missions it doesn't unload graphics from memory to make reloading the same, or loading the next, mission considerably faster. The problem seems to be how much data can be in bmpman at the time and during a reload it can cause systems without quite enough free memory to hit swap a lot causing a big slowdown either on load or in mission as it pages back to system memory.
Reducing the memory being used by either not using some options (such as -glow, -pcx32, -d3dmipmap) and/or making sure to have as much free RAM as possible before you play the game, should give the same results as disabling the bmpman caching. Also try to use memory saving things like -loadonlyused and not using AA with your video card. The reintroduction of -img2dds will also help out a great deal with memory usage for those who can deal with the lowered image quality due to compression.
I haven't heard yet as to whether or not disabling bmpman caching fixes it (someone was going to test that) but I am going to add a cmdline to enable it and have it disabled by default. I may also add the ability to turn it on automatically if there is plenty of free RAM when the game loads but that's for a later time.
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when you set up an automatically, please could you have it specify either way in memory stats spew?
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Originally posted by redmenace
when you set up an automatically, please could you have it specify either way in memory stats spew?
I'll go ahead and add it to the cmdline option too. Guess I'll go ahead and make that change tonight and if it turns out not to help any, or people just hate it off by default, then I'll make the cmdline turn it off rather than on. Having it off by default goes back to retail behavior so it may just stay off by default ragardless of what people want if it looks like it's cause issues for some.
The option will be "-cache_bitmaps".
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Sorry if that last post was a little confusing. I have been awake since 12 pm yesterday because of an exam and work :nervous:
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Ok, on the first nebula mission, the game crashed to desktop during the skirmish with the second group of Shivans twice in a row. Put in the debug build. When it loaded to go to the briefings, I got the three errors listed below, but was able to continue. Then during the first skirmish it crashed this time. Got some info from WinDbg thoough. I'd attach the file to my post, but I don't see a way to do that.
Warning: Couldn't fix up turret indices in spline path
Model: cruiser01.pof
Path: $path02
Vertex: 1
Turret model id:13
This probably means the turret was not specified in ships.tbl
File:C:\fs2_open\code\ship\Ship.cpp
Line: 7208
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_create_object() parse_object() parse_objects() parse_mission() parse_main() mission_load() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() WinMainSub() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
---------------------------
Warning!
---------------------------
Warning: Couldn't fix up turret indices in spline path
Model: cruiser01.pof
Path: $path02
Vertex: 2
Turret model id:13
This probably means the turret was not specified in ships.tbl
File:C:\fs2_open\code\ship\Ship.cpp
Line: 7208
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_create_object() parse_object() parse_objects() parse_mission() parse_main() mission_load() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() WinMainSub() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
Warning: Couldn't fix up turret indices in spline path
Model: cruiser01.pof
Path: $path02
Vertex: 3
Turret model id:13
This probably means the turret was not specified in ships.tbl
File:C:\fs2_open\code\ship\Ship.cpp
Line: 7208
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_create_object() parse_object() parse_objects() parse_mission() parse_main() mission_load() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() WinMainSub() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
-
post your fs.log please. Also put the attached file in your root fs2 folder
http://fs2source.warpcore.org/debug_filter.cfg
But you are saying that you get a CTD? no error? Just ignore those turrent ones.
-
Ok, I put these up on some webspace I have
http://phantos.275mb.com/fs.log
http://phantos.275mb.com/debugaddrs.TXT
The first one of course is the file you requested, the other is a dump of some information from WinDbg, the debugger with which I replaced Dr. Watson(A thoroughly useless post-mortem debugger from a developer's standpoint.)
EDIT: Your debug filter file is empty.
-
exactly. it is supposed to be empty.
in regaurds to your crash, it is a int3() that is already known about and is related to debug builds
-
But it won't save like that. Firefox reads it as empty and doesn't save the file.
-
just create a empty file on your and name it the same name.
-
Why didn't you say that in the first place. I'm not a "luser". I spent about two three weeks busting my ass to help another developer track down a CTD bug in a game that I'm on the beta team for. Lovely little memory stomper that one...
-
ok....headache again? I was just trying to make it easier for you to just drag and drop. Thats all.
-
Updated!
CVS as of 9/30/05
-
Nah. Just got annoyed that it wasn't working and didn't take time to step back. As for drag and drop, that's overrated. Hell, I still go to a command prompt to format a diskette on the rare occasion I need to. It's faster. :D
-
NP
-
Updated files on those links in that earlier post. This time from the most recent build. Hope they're useful.
-
Thanks greatly for the new FRED builds Redmenace. :yes: I have however noticed a new bug. Briefing icons aren't showing up again.
-
In this case it is not, but other times it can be very useful. The crash you are encountering is an int3. I think it has been Mantised (http://lore.maxgaming.net/~scp/mantis/login_page.php) already. I have been on Goober about it since before 3.6.7.
@TP-Mantis (http://lore.maxgaming.net/~scp/mantis/login_page.php) it.
-
Maybe I should get the Narn Bat Squad from rec.arts.sf.tv.babylon5.moderated and sic them on Goober so he'll fix it already. :D
-
Originally posted by CaptJosh
Maybe I should get the Narn Bat Squad from rec.arts.sf.tv.babylon5.moderated and sic them on Goober so he'll fix it already. :D
Nah, he is a grad student so he has alot on his plate iirc
-
Say no more. I'll let him be. I know another Grad student who does programming, too, and I never pressure her when she's got school stuff to do. Actually, IIRC, she's working on her Doctoral Thesis. And before you ask, no, I won't ask her to help on the SCP. She's busy working on developing a stable core mission pack for Starfleet Command Orion Pirates multiplayer campaign server play in the Dynaverse 2. (Yes, that's still around, even though Taldren Software is dead. A group called Xenocorp took over Dynaverse 2.) She doesn't have time for still another project.
-
Originally posted by redmenace
In this case it is not, but other times it can be very useful. The crash you are encountering is an int3. I think it has been Mantised (http://lore.maxgaming.net/~scp/mantis/login_page.php) already. I have been on Goober about it since before 3.6.7.
@TP-Mantis (http://lore.maxgaming.net/~scp/mantis/login_page.php) it.
What are you referring to?
-
In the builds for the 29th and 30th, I have experienced a crash in the first nebula mission, usually during a skirmish with the Shivans. I posted links to my fs.log and a dump from WinDbg that I thought might be useful. If you scroll up, Goober, you can download the log and dump from today's build.
-
Originally posted by redmenace
@TP-Mantis (http://lore.maxgaming.net/~scp/mantis/login_page.php) it.
Originally posted by Goober5000
What are you referring to?
Originally posted by Trivial Psychic
Thanks greatly for the new FRED builds Redmenace. :yes: I have however noticed a new bug. Briefing icons aren't showing up again.
I would've mantised it, but there's already a bug report there for the same thing from some time ago. I tried to reactivate it, but couldn't figure out how.
-
Originally posted by CaptJosh
In the builds for the 29th and 30th, I have experienced a crash in the first nebula mission, usually during a skirmish with the Shivans. I posted links to my fs.log and a dump from WinDbg that I thought might be useful. If you scroll up, Goober, you can download the log and dump from today's build.
Oh right, I remember. Add those to the appropriate Mantis bug.Originally posted by Trivial Psychic
I would've mantised it, but there's already a bug report there for the same thing from some time ago. I tried to reactivate it, but couldn't figure out how.
Reopen Bug. If you can't do it yourself, ask redmenace or someone.
-
TP, which bug number?
-
Minor problem there. I don't think I have a mantis login, unless that's the same as my forum login?
EDIT: Also getting a 404 error from the report bug button on the launcher.
-
http://lore.maxgaming.net/~scp/mantis/signup_page.php
-
Originally posted by redmenace
TP, which bug number?
THIS BUG (http://lore.maxgaming.net/~scp/mantis/bug_view_page.php?bug_id=0000212) appears to describe the symptoms well enough, though the original description was for earlier builds.
-
TP please post info into mantis, the bug is reopened.
-
Done.
-
Ok. Signed up for Mantis. Now, any idea how to find the bug I'm adding my info to? I know it's a crash, so I applied that filter...
-
You might have to create a new one.
-
Ok. And I take it I should put links to the files I have for the crash report?
-
yes.
-
Updated!
CVS as of 10/02/05
Some Important Comments:
- There is a new command line that turns on BMPMAN Cacheing.
- Optimized Builds are also posted. Please be aware that these can be unstable.
-
Please define "Optimized".
[Edit]Never mind. A quick look at the first post set me right.[/Edit]
-
Updated!
CVS as of 10/03/05
-
Well try updating the laucher to 5.3 and also rerun the setup of the original launcher to return to the default registry settings.
http://www.randomtiger.pwp.blueyonder.co.uk/freespace/Launcher5.rar
Can everyone please test something. Go into the tech room and click intelligence and see is you get a blank screen.
-
redmenace: is that occuring only in post-3.6.7 builds? I changed some code to try and keep the techroom from crashing if there were no entries for a given section.
-
yes, that is in CVS. I am not sure if it is post 3.6.7. It does look like a pilot problem.
-
Using the 10/03 build, I got all the intel stuff in the tech room I was supposed to. No sign of problems.
-
wierd
Maybe it is pilot file corruption. I should probably play a pilot through till a point in the campaign where you switch mainhalls.
-
Updated!
CVS as of 10/04/05
Some Important Comments:
- The previous few builds were compiled with a non optimized compiler. Hence they were slower. These were compiled with VS Pro's Compiler.
- The same goes for Optimized builds
-
Noticeable decrease of load time. Significantly less delay loading large models in briefing when clicking on indicators for the Aquitaine and Knossos for the first time. Made it all the way to locking on to the NTF Trinity before it crashed in the first nebula mission. I think there might have been a glitch in loading the sound and/or anim for Zeta 1's report to Command about seeing a ship that size, because right about the time I expected that to happen is when it crashed to desktop. I've really got to Mantis the crashes in this mission with these builds already. I keep forgetting to.
-
In this latest release, I don't see engine glows on any ships at all. Should I Mantis this?
-
no that is related to the species rework Goober is doing.
-
I also have all engine glows disabled, good thing to know its not a bug or anything. BTW, I played TBP and noticed that it doesn't have any engine glows either. So when this "Species Rework" is completed, will TBP Glows also be back ?
-
yes i would imagine so.
-
Updated!
CVS as of 10/06/05
-
EDITED again: Mantised the crash. Accidentally double mantised it, actually. Someone delete the one without the link to the fs.log file, please.
-
Ugh! FRED CVS just scrambled my mission. It worked fine, and when I added two more messages and a ship to it and saved, it started popping out all these redicolous errors wiht thing being wrong in the fs file (misplaced tokens)..
Good thing I saved the mission, alltogh I lost a hours work :(
-
mantis it.
-
Originally posted by TrashMan
Ugh! FRED CVS just scrambled my mission. It worked fine, and when I added two more messages and a ship to it and saved, it started popping out all these redicolous errors wiht thing being wrong in the fs file (misplaced tokens)..
Good thing I saved the mission, alltogh I lost a hours work :(
Check the backup files in your missions folder. FRED autosaves the mission every few minutes or so for you and calls the mission backup00x. Look at the last modified dates and see if you can find one just before it crashed.
-
Updated!
CVS as of 10/04/05
Some Important Comments:
- Int3 crashed fixed
- New crash involving cfile.cpp
-
I don't know if it's related to the new crash, but it crashed during "The Mystery of the Trinity" again, but this time, when I ran the debug build, when it crashed again, there wasn't anything at the end of fs.log to indicate why. If this is how the new crash happens, fine. I just hope there isn't something new going on.
-
yah that is another one I am going to have to debug.
-
Have you downloaded & run the OpenAL installer?
-
Updated!
CVS as of 10/04/05
Some Important Comments:
- Docking Crash in Mystery of the Trinity fixed
- Astroid/Species/cfile issue resolved
- Inferno Build Posted
- Regular Build Posted
- Pentium 4 Optimized Build Posted
-
I think it may also include XMTs.
-
Oh, I've bumped the collision pairs in CVS (which should be in this build as well), so if you were having trouble with weapons going through objects or such, see if this fixes it.
-
Um, redmenace? that's like...the third post you've made saying that the build was updated as of October 4th, and only the first of the three was. :D
-
yes, because I don't have time to make 3 seperate builds. It is easier to just update the one. Just assume that on a regular basis the first will be updated.
-
Ok. I just thought you posted in a real hurry or something. I guess that means that it's the 10/04 build updated as of whatever date. Ok.
-
is the docking crash resolved?
-
Docking crash? I have to say I don't know about that.
I do know that with the recnt builds, the framerates in "The Mystery of the Trinity" have been much mor cosistent. The lowest I saw it go on this most recent build was 41.7 frames/sec.
-
That crash in the end of the missions, not the int3, but the other that occured after the Discovery enters and starts docking manuevers.
-
The latest 10/8 release build doesn't work at all for me. It just dumps me to the desktop when I load up the game, not even going as far as the intro movie. The debug version strangely works fine though.
-
let me do a cvs pull
-
I still haven't gotten as far as the Trinity showing up on scope again, so I can't test for a docking crash. Maybe I need to turn off all the effects and see if it's just my system. Possibly I should switch to D3D instead of OpenGL and see if that changes anything, too.
-
it is crashing when you approach the Trinity?
-
Sometimes it crashes after the first skirmish or during the second, and occasionally as early as during the first skirmish, but that's only in the debug build.
On the regular one, it seems to crash only after the second shivan skirmish, but I can't tell if it's as I'm approaching the Trinity or not. I haven't gotten close enough to see the initial pink(fuschia?) blip on my scope in several builds. It's usually just before, during, or just after Zeta 1's communication after the second shivan skirmish. I don't know how much help this is, though. I do know that the 3.6.7 release version doesn't have this issue. This is starting to feel like it felt when I was helping Ambrosia Software track down a CTD bug in Escape Velocity Nova (I'm on the beta team for what should be the final update for that game). Play it till it crashes, send a report, crashlog, etc. Get another build, try again, send a crash report, ad nauseum.
-
i just Mantis'ed an error concerning a flag file error that i can't seem to resolve.
-
Originally posted by WMCoolmon
Have you downloaded & run the OpenAL installer?
-
huh?
-
Originally posted by redmenace
Updated!
CVS as of 9/20/05
Some Important Comments:
- This is a Open AL Build only. Since we are moving toward Open AL, we will be releasing primarily Open AL builds only.
- You might need this (http://developer.creative.com/articles/article.asp?cat=1&sbcat=31&top=38&aid=46&file=OpenALwEAX.exe) if your sound card drivers don't support Open AL.
[/B]
-
umm, i'm talking about a flag file error, not OpenAL. :wtf:
my problem is that the 20051008 build keeps deleting the flag file.
-
Yeah, generally that problem is caused because of a missing DLL file. The new builds use OpenAL DLL files. I'm not sure why it's connected, but it seems to be. When fs2_open needed the ilut.dll file, if you didn't have that installed it would do the same thing.
-
Updated!
CVS as of 10/10/05
Some Important Comments:
- There are some memory issues going that are being addressed.
- Those that have the release builds crashing on them, just rename the build fs2_open_r. Not sure why it is doing this but yeah.
-
Excellent. No more crash in "The Mystery of the Trinity". I was able to finish it and move on. Odd that the filename of the exe would be a problem...
-
Updated!
CVS as of 10/11/05
Some Important Comments:
-
For some reason the recent builds won't play any sound or music, and all thuster glows are missing.
-
Originally posted by redmenace
Those that have the release builds crashing on them, just rename the build fs2_open_r. Not sure why it is doing this but yeah.
This might be a launcher problem... if your launcher exe is not the exe you're running, it might not like it.
-
Originally posted by WMCoolmon
Yeah, generally that problem is caused because of a missing DLL file. The new builds use OpenAL DLL files. I'm not sure why it's connected, but it seems to be. When fs2_open needed the ilut.dll file, if you didn't have that installed it would do the same thing.
ah, i see.
i'll check to see if it resolves my problem.
-
Originally posted by redmenace
Updated!
CVS as of 9/20/05
Some Important Comments:
- This is a Open AL Build only. Since we are moving toward Open AL, we will be releasing primarily Open AL builds only.
- You might need this (http://developer.creative.com/articles/article.asp?cat=1&sbcat=31&top=38&aid=46&file=OpenALwEAX.exe) if your sound card drivers don't support Open AL.
[/B]
-
.......
i've already downloaded it and im going to install it now.
[EDIT] Yup, it worked! :D
Small question, what is "Flash upon warp"?
-
The 20051011 build keeps crashing whenever I start a mission.
[EDIT] Here's the error i got. i'll see if i get any more.
Warning: Could not open specified nebula texture 'Purp02'
File:c:\fs2_open\code\nebula\neb.cpp
Line: 678
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
fs2_open_d-20051011.exe 004022e1()
fs2_open_d-20051011.exe 00402e94()
fs2_open_d-20051011.exe 0040d5cd()
fs2_open_d-20051011.exe 0055c94d()
fs2_open_d-20051011.exe 0040c40c()
fs2_open_d-20051011.exe 0055ce0c()
fs2_open_d-20051011.exe 0040f06c()
fs2_open_d-20051011.exe 0040f15c()
fs2_open_d-20051011.exe 0073dd57()
kernel32.dll 7c816d4f()
------------------------------------------------------------------
[EDIT2] OK, this looks extreme:
Warning: Null vec3d in vec3d normalize.
Trace out of vecmat.cpp and find offending code.
File:c:\fs2_open\code\math\vecmat.cpp
Line: 776
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
fs2_open_d-20051011.exe 00445c7b()
fs2_open_d-20051011.exe 004460bb()
fs2_open_d-20051011.exe 00527c85()
fs2_open_d-20051011.exe 0052d282()
fs2_open_d-20051011.exe 0052d51f()
fs2_open_d-20051011.exe 004ede7a()
fs2_open_d-20051011.exe 00443319()
fs2_open_d-20051011.exe 00443b8a()
fs2_open_d-20051011.exe 0040a119()
fs2_open_d-20051011.exe 0040a9c4()
fs2_open_d-20051011.exe 0040b601()
fs2_open_d-20051011.exe 0040de29()
fs2_open_d-20051011.exe 0055ce61()
fs2_open_d-20051011.exe 0040f06c()
fs2_open_d-20051011.exe 0040f15c()
------------------------------------------------------------------
I'm thinking this is CaptJosh's problem.
-
Which mission?
And in regaurds to Flash upon warp, try it out :p
-
I get this problem in Mission 1 of Desperation, Ch. 1 (was thinking a new pilot would solve my flag file thing, but it didn't. :p)
-
give me a link and i will take a look at it.
Just ignore the vecmat 3d unless they are non recoverable.
-
D3D Error now in starting training mission 1 of the Main FS2 campaign...
Assert: d3d_bitmap_entry[n].tinterface != NULL
File: c:\fs2_open\code\graphics\grd3dbmpman.cpp
Line: 648
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
fs2_open_d-20051011.exe 0055599e()
fs2_open_d-20051011.exe 005558ab()
fs2_open_d-20051011.exe 00408657()
fs2_open_d-20051011.exe 00408386()
fs2_open_d-20051011.exe 00409714()
fs2_open_d-20051011.exe 0040aa92()
fs2_open_d-20051011.exe 0040b601()
fs2_open_d-20051011.exe 0040de29()
fs2_open_d-20051011.exe 0055ce61()
fs2_open_d-20051011.exe 0040f06c()
fs2_open_d-20051011.exe 0040f15c()
fs2_open_d-20051011.exe 0073dd57()
kernel32.dll 7c816d4f()
------------------------------------------------------------------
(needless to say, this build is full of bugs. :p)
and what the hell ARE vecmat 3d's? :wtf: the model generators?
-
Deffinitely not my problem. I'm not suffering crashes anymore and I was using OpenGL, not D3D. Try renaming the fs2_open_r-(numbers here). exe file to just fs2_open_r.exe just for starters.
-
Cobra, run a dubug build with an empty file named debug_filter.cfg in your root fs2 directory and post your fs.log afterwards. reason is I don't get the same issue.
-
taylor fixed a particularly meh mistake with a piece of code that I did, so new builds should be much more stable.
Using wrong variables for array iterations != FTW. :p
-
Updated!
CVS as of 10/12/05
-
Couple of notes on the newest build:
- has a new timer, check for anything new that's strange ragarding frame rates or mouse/joystick input
- for everyone that had the Y-bug crash in the past, try it again. If it crashes (and only if it crashes) run with the "-y_bug_fix" cmdline option and see if you can reproduce that crash.
- see if sound/music is working again for those that had a problem
-
Thrusterglow is missing with this one. Also -rlm doesnt work, unrecognized parameter.
-
Originally posted by Target
Also -rlm doesnt work, unrecognized parameter.
-rlm is always turned on now so the option was removed.
-
Thruster glows will continue to be missing until Goober fixes it.
-
I think you forgot to update the link on the first post, redmenace.
-
No **** :D
-
Originally posted by taylor
Couple of notes on the newest build:
- see if sound/music is working again for those that had a problem
Nope, it isn't.
But installing the OpenAL.dll redmenace linked did solve the problem.
I'm now using the 9-20 build which now has both sound and thuster glows on all ships :)
-
Updated!
CVS as of 10/13/05
-
oy, redmenace, the link to the FRED CVS is dead. :(
[EDIT] Just tried the new build. Perfect man, PERFECT! ran out of virtual memory when i tried to quit though.
-
Its back. I have been rearraging stuff on warpcore according to year and month.
-
Updated!
CVS as of 10/14/05
-
I used the 10/13 build and found this problem while trying to load Karajorma's ship-create mission.
Assert: be->type != BM_TYPE_NONE
File: c:\fs2_open\code\bmpman\bmpman.cpp
Line: 2352
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
fs2_open_d-20051013.exe 005c1076()
fs2_open_d-20051013.exe 005c1374()
fs2_open_d-20051013.exe 005c14a0()
fs2_open_d-20051013.exe 005c165a()
fs2_open_d-20051013.exe 006b39f9()
fs2_open_d-20051013.exe 006b417c()
fs2_open_d-20051013.exe 006bcae3()
fs2_open_d-20051013.exe 006c05e6()
fs2_open_d-20051013.exe 00426a3a()
fs2_open_d-20051013.exe 006b05d2()
fs2_open_d-20051013.exe 006b4ceb()
fs2_open_d-20051013.exe 00425a74()
fs2_open_d-20051013.exe 00739cfa()
fs2_open_d-20051013.exe 00739bf0()
fs2_open_d-20051013.exe 0043fa6b()
------------------------------------------------------------------
and this problem as well:
Assert: be->type != BM_TYPE_NONE
File: c:\fs2_open\code\bmpman\bmpman.cpp
Line: 2352
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
fs2_open_d-20051013.exe 005c1076()
fs2_open_d-20051013.exe 005c1374()
fs2_open_d-20051013.exe 005c14a0()
fs2_open_d-20051013.exe 005c165a()
fs2_open_d-20051013.exe 006b39f9()
fs2_open_d-20051013.exe 006b417c()
fs2_open_d-20051013.exe 006bcae3()
fs2_open_d-20051013.exe 006c05e6()
fs2_open_d-20051013.exe 00426a3a()
fs2_open_d-20051013.exe 006b05d2()
fs2_open_d-20051013.exe 006b4ceb()
fs2_open_d-20051013.exe 00425a74()
fs2_open_d-20051013.exe 00739cfa()
fs2_open_d-20051013.exe 00739bf0()
fs2_open_d-20051013.exe 0043fa6b()
------------------------------------------------------------------
-
I suggest trying the build from the 14th. Also, try renaming the release file to just fs2_open_r.exe. I used the 10/14/05 build and had no problem running that mission at all. OTOH, it wouldn't load with The Babylon Project selected as my mod, which was to be expected, as none of the weapons would match up.
-
OTOH? :wtf:
-
On The Other Hand
You don't know that one? *blink blink*
-
Okay, the latest build works in that it loads up correctly, but I'm getting a lot of random crashes in my own missions and several are causing a CTD right when the mission begins. The debug version is giving this error pretty often:
Warning: Null vec3d in vec3d normalize.
Trace out of vecmat.cpp and find offending code.
-
Originally posted by Singh
I used the 10/13 build and found this problem while trying to load Karajorma's ship-create mission.
That one is the missions fault not the build :)
-
Updated!
CVS as of 10/16/05
Some Important Comments:
- Movements in the Mist bug with TBP fixed.
-
Well, it seems that all recent builds starting from 3.67 are giving me these crashes to different degrees when I use my own mods. The crashes always occur at the same points in my missions. When I run a debug build, it gives that null vec3d error somewhere around the start of the mission, before the point where it normally crashes. I can't get any further than that because the "press ok to break into debugger" in the error message no longer works in most of the newer builds; if I do that, it just CTDs with the generic application error. The older 7/28/05 and 8/25/05 builds have no such crash problems. Any idea what's going on here?
-
can you post the exact error? Also vec3d error messages are supposedly recoverable. If you hit no it should return to the game.
-
Updated!
CVS as of 10/16/05
Some Important Comments:
- Does not contain Goobers recent commit.
- P4 Optimized Build Updated
- Inferno Build Updated
- FRED2_open Updated
-
Originally posted by redmenace
Updated!
FRED2_open Updated
:wakka:
-
umm am I missing something?
-
I'm just glad to have a updated FRED build. There were a few things that FSO was compatable with, that the previous build of FRED didn't support yet. Now things can move forward.
-
ok, good.
Sorry, I only update FRED once a week.
-
Well, the most recent FRED build before this was from 09/29.
-
well from now on I will.
I mean before, unless I saw new commits for FRED I didn't update.
-
Music doesn't work for me with any build after 10/12.
-
I've heard about this bug but not seen it. I wonder if it's because I started out with FS2 Retail...
-
Originally posted by redmenace
- Does not contain Goobers recent commit.
[/B]
Aw, that was a bugfix. :(
-
well tomorrow morning I will post another.
-
I wasn't going to post this, but, smartass that I am, I can't resist...
(phoney french accent) Would Monsieur Goober care for some cheese with his whine?
*ducks and covers* :p :D
-
Originally posted by CaptJosh
smartass that I am, I can't resist...
Yes, you've proved that over and over again in nearly all the threads that you've posted. You don't need to keep doing it.
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ooooh, pwnage! :lol:
back on-topic, these builds are working perfectly, redmenace. haven't noticeda bug since, and no white squares whenever there's an explosion or warp vortex. :D
except in the FRED build, i'll get you a pic in a minute.
[EDIT] here:
(http://img14.imageshack.us/img14/5714/smallbug2bw.jpg)
Sorry about breaking the word wrapping, but the pic looks really !!!!ty lvlshotted. :(
// That's fine, it's FRED. We can always click on it. -WMC
i was going to move the maras around when i noticed this. basically the new FRED recognizes the model but not where the model is.
-
Updated!
CVS as of 10/17/05
Some Important Comments:
- Does contain Goobers recent fix.
-
It should also have:
- Lab supports missile models now
- $Player warpin speed:
-
Originally posted by Cobra
except in the FRED build, i'll get you a pic in a minute.
Sorry about breaking the word wrapping, but the pic looks really !!!!ty lvlshotted. :(
i was going to move the maras around when i noticed this. basically the new FRED recognizes the model but not where the model is.
Actually it's the models rendering out of position (as the alignment between cursor and text should tell you) and it's been like that, to a greater or lesser degree, since FRED went HTL. Though at this point, FRED may be defaulting to HTL where it didn't before (not sure on that detail)
-
huh. guess i never knew that since i used builds that weren't HTL. :nervous:
-
Updated!
CVS as of 10/18/05
Some Important Comments:
- Contains stuff that people are waiting for I think, yeah
-
Any have a working link to a valid OpenAL dll? I have installed the creative beta drivers for my Audigy 2, but FS2 always CTDs the instant a mission begins with any of these builds.
-
There was a link in the thread several pages back. It pointed to a full OpenAL installer. *digs through the posts...*
Found it!
http://developer.creative.com/articles/article.asp?cat=1&sbcat=31&top=38&aid=46&file=OpenALwEAX.exe
-
That link doesn't work, hence the problem. The creative web site says something along the lines of 'Dowloads not available for now.'
-
Well...Google is your friend.
-
Hmm. Is there any particular way you have to use the mission-set-nebula SEXP, or is it just disabled for some reason? Because it's not selectable.
-
Originally posted by redmenace
Updated!
CVS as of 10/18/05
Some Important Comments:
- Contains stuff that people are waiting for I think, yeah
[/B]
Is it the thruster bug solved? 2005-10-18 build still doesn't show thruster glows in my computer (so I suppose it's some other stuff).
I also have another question. How does -show_mem_usage work? I can't see the info anywhere.
Thank you for your great work!
-
http://www.openal.org/openal_webstf/OpenALwEAX.exe
Provided on the OpenAL downloads page. May not have all the bells and whistles of the Creative one but it should work from what I understand.
-
Is anyone else having most mission sounds cut off early or not play at all with the latest build?
-
Thank you for the link WMCoolman, but the game CTDs on any mission on hitting the commit button. I get:
Assert: d3d_bitmap_entry[n].tinterface != NULL
File: c:\fs2_open\code\graphics\grd3dbmpman.cpp
Last entries in the debug spew are:
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (11)
Entering game at time = 59.819
Not glidingNot glidingNot glidingNot glidingNot glidingInt3(): From c:\fs2_open\code\globalincs\windebug.cpp at line 996
I guess it isn't a sound error, but this always happens with the new builds. 3.6.7 is fine.
Win2K SP4, 6800GT.
-
What exactly is "Not gliding" supposed to be indicating anyway? The debug spew is slap full of them when running a mission.
-
Originally posted by Admiral Nelson
Thank you for the link WMCoolman, but the game CTDs on any mission on hitting the commit button. I get:
Assert: d3d_bitmap_entry[n].tinterface != NULL
File: c:\fs2_open\code\graphics\grd3dbmpman.cpp
Last entries in the debug spew are:
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (11)
Entering game at time = 59.819
Not glidingNot glidingNot glidingNot glidingNot glidingInt3(): From c:\fs2_open\code\globalincs\windebug.cpp at line 996
I guess it isn't a sound error, but this always happens with the new builds. 3.6.7 is fine.
Win2K SP4, 6800GT.
For the first error message; are you getting this with or without the "cache bitmaps" command line option?
-
Without:
F:\Games\FS2\fs2_open_d-20051018.exe -spec -glow -pcx32 -jpgtga -orbradar -ship_choice_3d -3dwarp -snd_preload -env
-
I'm a huge advocate of always trying to reproduce graphics-related issues without -pcx32. I doubt it'd help much here, but since it is interface-related it's worth a try.
-
Well, I tried removing it, but exactly the same thing happens.... :)
Using a new pilot, CTD occurs on hitting commit into the first training mission.
-
Try using the -cache_bitmaps flag (found at the bottom of the graphics section).
-
What's bitmap caching for, anyway? And what're the pros and cons of having it on or off?
*Has been meaning to ask this for a while*
-
Yep that was causing the crash. It now it works with -cache_bitmaps . Thanks!! :)
-
Originally posted by StratComm
What exactly is "Not gliding" supposed to be indicating anyway? The debug spew is slap full of them when running a mission.
Ahh, another feature I implemented that's gone unnotticed :D
Gliding means that the ship stops changing its velocity when you rotate it, ala Freelancer (I believe).
It's by default mapped to "Alt-G" assuming you create a new pilot, it can be found in the options-ship section otherwise.
It requires an extra table entry to turn on.
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Originally posted by WMCoolmon
Ahh, another feature I implemented that's gone unnotticed :D
Gliding means that the ship stops changing its velocity when you rotate it, ala Freelancer (I believe).
It's by default mapped to "Alt-G" assuming you create a new pilot, it can be found in the options-ship section otherwise.
It requires an extra table entry to turn on.
Where was this announced?!? That's pretty huge. TBP should be all over that one for the starfuries. And here I was thinking something was wrong :)
-
Updated!
CVS as of 10/19/05
-
Was the player warpout speed included? And if it was what is the correct table entry.
I get table errors with $Player warpout speed: entry (parselo.cpp line 570).
-
Darnit, I thought I'd just tested the latest build :p
Disregard my audio question. The Creative SB Beta drivers fixed that up nicely.
-
Hello...
I have a little Problem with the CVS-Source...
Oh.. And I can't sign up an Mantis Account... (Cannot modify headers...)
First Info: I am building an Inferno-build (I like to have many ships in a mission)...
Oh... And I'm compiling a Linux-Build :)
Okay... The problems are (2 problems):
1. cfile/cfilesystem.cpp: In function `int cf_create_default_path_string(char*, uint, int, char*, bool)':
cfile/cfilesystem.cpp:1691: error: `inferno' undeclared (first use this function)
cfile/cfilesystem.cpp:1691: error: (Each undeclared identifier is reported only once for each function it appears in.)
make[1]: *** [cfilesystem.o] Error 1
make[1]: Leaving directory `/home/maniac/sources/fs2_open/code'
make: *** [all-recursive] Error 1
When I change if(strlen(path) + strlen(inferno) + strlen(DIR_SEPARATOR_STR) > path_max) {
to if(strlen(path) + strlen("inferno") + strlen(DIR_SEPARATOR_STR) > path_max) {
, it compiles fine...
2. TBM-Related: When I use TBMs, FS2_open(Linux) segfaults:
GNU gdb 6.3
Copyright 2004 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you are
welcome to change it and/or distribute copies of it under certain conditions.
Type "show copying" to see the conditions.
There is absolutely no warranty for GDB. Type "show warranty" for details.
This GDB was configured as "i686-pc-linux-gnu"...Using host libthread_db library "/lib/libthread_db.so.1".
(gdb) run -window -nograb
Starting program: /home/maniac/.fs2_open/fs2_open_d -window -nograb
outwnd not initialized yet... I got to parse_cmdline!!
outwnd not initialized yet... Building file index...
outwnd not initialized yet... Searching root '/home/maniac/.fs2_open/'
outwnd not initialized yet... Searching root '/home/maniac/.fs2_open/'
outwnd not initialized yet... Found 32 roots and 18944 files.
Future debug output directed to: /home/maniac/.fs2_open/data/fs2_open.log
Program received signal SIGSEGV, Segmentation fault.
0xb7b96fa3 in strcasecmp () from /lib/libc.so.6
(gdb) backtrace
#0 0xb7b96fa3 in strcasecmp () from /lib/libc.so.6
#1 0x0828aa87 in translate_spawn_types () at weapons.cpp:2733
#2 0x0828b267 in parse_weaponstbl (longname=0xbfca39f0 "BetterAk-wep.tbm", is_chunk=true) at weapons.cpp:2978
#3 0x0828bc07 in weapon_init () at weapons.cpp:3161
#4 0x0805a73f in game_init () at freespace.cpp:3528
#5 0x0805afbf in WinMainSub (argc=1702127973, argv=0x65746965) at freespace.cpp:8551
#6 0x0805b0bf in main (argc=1702127973, argv=0x65746965) at freespace.cpp:8681
(gdb) continue
Continuing.
Program terminated with signal SIGSEGV, Segmentation fault.
The program no longer exists.
(gdb) quit
But under Windows, these TBMs are working!
They're EXACT the same... So I wonder why the Linux-Build is complaining...
-
Originally posted by Fenrir
What's bitmap caching for, anyway? And what're the pros and cons of having it on or off?
Bitmap caching used to be on all of the time. It was part of a bmpman re-organization to both clean-up and speed-up the code. Orginally, when you started a mission, all bitmaps were unloaded from memory and then only the ones that were needed were loaded back. Of course this meant that you were unloading and the reloading many of the same bitmaps. In the case of a mission restart you are unloading everything and then loading all of the same images right back into memory. Caching got around this be not unloading everything at the start but as the bitmaps got loaded one-by-one, when it found a bitmap that wasn't needed the code would unload just that one. The significantly cut down on mission load times if you were moving mission to mission but didn't increase memory usage when in a mission. It does slightly increase memory temporarily during mission load however...
There started to be complaints as more effects artwork and hi-poly model textures get larger and more memory hungry. People without enough memory to handle all of that would have problems loading a mission where it would get really, really slow. So, after 3.6.7 was released the original non-caching behavior was reinstated, but with a -cache_bitmaps cmdline option to allow the new caching method of loading. If you have the memory to use it (there is no set number, just whatever works for you) then there is no con to having bitmap caching enabled.
Models are cached the same way now as well but that caching is always on since it doesn't need much memory and offers a greater speed improvement. The only time that model caching isn't used is when you are running FRED2.
-
Originally posted by Mr_Maniac
First Info: I am building an Inferno-build (I like to have many ships in a mission)...
Oh... And I'm compiling a Linux-Build :)
Yeah that's related to WMCoolmon's recent CFILE changes. I don't like those changes though and will probably unchange them and do it a different way. Haven't had the chance to actually get that done yet though.
2. TBM-Related: When I use TBMs, FS2_open(Linux) segfaults:
Can you post a copy of the TBM? I don't think anything is wrong with it but I'd prefer the same thing that you are using for testing purposes. That code looks a little fishy to me so perhaps it's an initialization thing that behaves different on Windows.
-
no, only hornet.pof and newhornet.pof are lightspeeds IIRC. And where is this mission from?
-
Originally posted by taylor
Can you post a copy of the TBM? I don't think anything is wrong with it but I'd prefer the same thing that you are using for testing purposes. That code looks a little fishy to me so perhaps it's an initialization thing that behaves different on Windows.
It seems to happen ONLY with weapon-TBLs... I have three of them...
One for many Primary Weapons (Most from TrashMans Models), one for Secondary Weapons (again - most from TrashMans Models) and one that modifies the Akethon...
Every single one of them produces the segfault (I tried this)...
And here they are:
My Weapon-TBLs (http://home.arcor.de/mr_maniac/ANDERES/TBM.tar.bz2)
-
If that came with tables, there's probably a weapon that has "shornet" assigned as the model name. If the weapon is in fact not used, you may be able to get around this with the "load only used weapons" option (in experimental features in the Launcher) but that won't tell you how to fix it. If you want to know what weapon is causing the crash, the latest versions have the option to look at weapons in the lab as well as ships and you'll probably either find a missile in there that crashes or that doesn't render anything.
-
Originally posted by Mr_Maniac
It seems to happen ONLY with weapon-TBLs... I have three of them...
Yep, the code was buggy. Three problems and all of them were simple. Basically the function gets called more than once when it needs to happen only after all of the possible tbls/tbms have been parsed. The second problem was that there was no safeguard to prevent it from checking weapons that it had already handled which caused an array overflow and caused the crash. The third, and minor, problem was that it was a waste of speed since in the second for() loop of that function it didn't break out when it found a match but instead kept looking for entries.
Easy to fix that though so grab a new checkout and make sure it's working for you.
-
Thanks taylor!
I'll try that right tomorrow!
But here it's 10:55 PM, so I'm going off-line right now ;)
-
Updated!
CVS as of 10/20/05
-
Originally posted by taylor
Easy to fix that though so grab a new checkout and make sure it's working for you.
Thanks again! It works now ;)
But - as so often - a new problem occured ;)
Warp Out doesn't work - or only very seldom...
The drive charges, but my ship does a full brake... And then... Nothing...
-
Originally posted by Mr_Maniac
Warp Out doesn't work - or only very seldom...
Grrr, should be fixed shortly.
* grabs whiffle bat, scribbles "WMCoolmon" on it *
Edit: Ok, should be fixed now but let me know if you see any problems with my changes.
-
Updated!
CVS as of 10/21/05
-
Just a note that the next build redmenace posts will have most of those "Null vec3d in vec3d normalize" messages fixed. If with the next build anyone still gets a message like that please tell me what mod and/or mission you were playing, normal or hi-poly models in use, and what was going on when you got the message. If would help greatly if you reported that info to the Mantis bug (http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000392) on this topic rather than doing it in this thread.
-
Hi....
And again there was a little problem ;)
Could it be, that there is a little memory leak or something like that?
I've played the last two missions from DEM, and after I've beaten it and clicked on "Next" in the de-briefing, my computer started to do something...
It took ~10 minutes until FS2_Open got killed by my System...
It got killed, because it ate up all my ressources...
Oh... And about Mantis:
Account creation don't work:
Mantis
Warning: Cannot modify header information - headers already sent by (output started at /home/scp/public_html/mantis/core/html_api.php:139) in /home/scp/public_html/mantis/core/gpc_api.php on line 220
Warning: Cannot modify header information - headers already sent by (output started at /home/scp/public_html/mantis/core/html_api.php:139) in /home/scp/public_html/mantis/core/print_api.php on line 37
Warning: Cannot modify header information - headers already sent by (output started at /home/scp/public_html/mantis/core/html_api.php:139) in /home/scp/public_html/mantis/core/print_api.php on line 39
Warning: Cannot modify header information - headers already sent by (output started at /home/scp/public_html/mantis/core/html_api.php:139) in /home/scp/public_html/mantis/core/print_api.php on line 40
Warning: Cannot modify header information - headers already sent by (output started at /home/scp/public_html/mantis/core/html_api.php:139) in /home/scp/public_html/mantis/core/print_api.php on line 41
Warning: Cannot modify header information - headers already sent by (output started at /home/scp/public_html/mantis/core/html_api.php:139) in /home/scp/public_html/mantis/core/print_api.php on line 42
Warning: Cannot modify header information - headers already sent by (output started at /home/scp/public_html/mantis/core/html_api.php:139) in /home/scp/public_html/mantis/core/print_api.php on line 46
-
Originally posted by Mr_Maniac
Could it be, that there is a little memory leak or something like that?
I've played the last two missions from DEM, and after I've beaten it and clicked on "Next" in the de-briefing, my computer started to do something...
It took ~10 minutes until FS2_Open got killed by my System...
There could be a leak but I just closed the only one I knew about and it was small. Are you using bitmap caching? If so turn it off and see if it makes any difference. If not then turn it on and give it a try.
Oh... And about Mantis:
Account creation don't work:
Not sure what to tell you with this one. I have noticed some responsiveness issues with the server the past couple of days. If it's still doing it in a day or two then maybe Inquisitor can take a look at it.
-
Originally posted by Mr_Maniac
Hi....
And again there was a little problem ;)
Could it be, that there is a little memory leak or something like that?
I've played the last two missions from DEM, and after I've beaten it and clicked on "Next" in the de-briefing, my computer started to do something...
It took ~10 minutes until FS2_Open got killed by my System...
It got killed, because it ate up all my ressources...
That's almost certainly got nothing to do with loading a new level. If the desired result on clicking "accept" was to terminate the campaign, as it should for any last-mission situations (barring the FS2 main campaign), then it should just be updating the pilot file and dumping the player back to the mainhall.
I wouldn't think there was a memory leak; rather that the game's in an infinite loop and won't relinquish control.
-
Updated!
CVS as of 10/22/05
-
i've fixed the lack of briefing icon in fred. if a new fred build can be posted then i think everyone will be happy.
-
I would be happy to but c:\fred2_open\BriefingEditorDlg.cpp(1460): error C2660: 'cf_find_file_location' : function does not take 5 arguments
c:\fred2_open\EventEditor.cpp(1501): error C2660: 'cf_find_file_location' : function does not take 5 arguments
c:\fred2_open\DebriefingEditorDlg.cpp(514): error C2660: 'cf_find_file_location' : function does not take 5 arguments
c:\fred2_open\CmdBrief.cpp(349): error C2660: 'cf_find_file_location' : function does not take 5 arguments
c:\fred2_open\BriefingEditorDlg.cpp(1460): error C2660: 'cf_find_file_location' : function does not take 5 arguments
c:\fred2_open\EventEditor.cpp(1501): error C2660: 'cf_find_file_location' : function does not take 5 arguments
c:\fred2_open\DebriefingEditorDlg.cpp(514): error C2660: 'cf_find_file_location' : function does not take 5 arguments
c:\fred2_open\CmdBrief.cpp(349): error C2660: 'cf_find_file_location' : function does not take 5 arguments
-
oops forgot to commit fixes for those. looks like someone else already got them
-
Updated!
CVS as of 10/22/05
Some Important Comments:
-
Updated!
CVS as of 10/23/05
Some Important Comments:
- Regular Build Updated
- P4 Optimized Build Updated
- Inferno Build Updated
- FRED2_open Updated
-
jeses redmenace, slow down! i can't keep up with you!
-
It's a current CVS builds thread. The whole point is to update it as often as possible. Thus far, redmenace has been great about making it close to daily, which is nice for those of us actually trying to help resolve bugs.
-
Actually I post any day there is an update to cvs. Anyday I don't post to CVS, most likly there were no commits.
-
I just noticed the new entry in the experimental tab: "Always Use New AI" or someting like that. Can anyone shed some light on this addition?
-
Originally posted by Trivial Psychic
I just noticed the new entry in the experimental tab: "Always Use New AI" or someting like that. Can anyone shed some light on this addition?
I KNEW IT!!! Someone was going to ask about that. :p (not directed at you, internal joke ;))
It has since been removed. Basically it just turned on the SCP AI which is just supposed to be a mission flag. Using SCP AI breaks quite a few missions which is why it's a mission flag, you need to design and test for it.
-
Updated!
CVS as of 10/24/05
Some Important Comments:
- Standard Build Updated
- FRED2_open Inferno Build Posted
- FRED2_open Updated
-
Updated!
CVS as of 10/25/05
Some Important Comments:
- Standard Build Updated
- FRED2_open Updated
-
Is the P4 build optimised just for pentium 4's or does it work with athlons?
I might have to try me these out.
-
Thanks for restoring the thrusters! Though i only got partial 'restoration'. Only thrusterglows are placed to ships, maps are not used. In capitals there are no maps at all (only glows) and in small crafts there are glows with retail thrusters. With CVS 25/10.
-
The 10/23/05 inferno build gives me the following error:
Error: Can't open model file <>
File:\fs2_open\code\model\modelread.cpp
Line: 1703
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Tried the 10/16 build. Got the same error.
-
That sounds suspicously like a bug I was getting involving the shockwave POF. If you can find that, remove it and see if the error goes away.
-
So...related to the new VP files somehow?
EDIT: Tried with mv_adveffects gone. (so no shockwave.pof) Still got the error. Tried with most recent standarad build minus mv_adveffects and got the error from both Inferno and TBP.
-
Hmm, might be table related then. Do make sure you check data/models for the shockwave as well; you may have installed it when they were first released so it might still be there.
-
Ok, I think I found the culprit. TBP and Inferno both are incompatible with the TurretAngleFix-shp.tbm file. I deleted that and everything went back to working as usual.
EDIT: Models was one first places I checked actually. I didn't remember installing the shockwave files seperately, but I checked anyway. However, obviously, from what I just posted, the models are not at issue.
-
damn the TBM's! :D
-
The whole point of that modular table though was to be 100% compatible with everything. If it's not working that way, then it's a bug with modular tables and +nocreate.
-
I'll mantis it, then.
-
Originally posted by StratComm
The whole point of that modular table though was to be 100% compatible with everything. If it's not working that way, then it's a bug with modular tables and +nocreate.
ok, how's about 'Damn the bugs?' :D
-
TBM bug with +nocreate is now fixed. If affected both ships and weapons TBMs and just didn't get out of the function when it was supposed to. Simple one line fix.
-
I'm noticing something strange with the latest 10/25 build. The release build is crashing immediately at the beginning of one of my missions but the debug one works okay (well, there are a few audio quirks, but it doesn't crash at least). So I can't get any error messages. I tried renaming the release exe as had been suggested earlier, but that had no effect.
Also, the debug build throws up a lot of errors during the mission loading sequence when mv_models.vp is in place. Is anyone else getting that?
By the way, the link to the old 8/28 build on the SCP site is broken. Do any of you have it? That was the last version that worked correctly with my mods/missions, so I would like to just use that for now.
-
I got a bit similar before i reloaded the mediavps, the ones with unlodded herc seemed to cause strange happenings.
Try searching for the build in here (http://fs2source.warpcore.org/exes/latest/)
-
Yeah, it's not in there. The previous one, 7/28, is there and I have been using that for the last few weeks, but it has that white square bug (not sure whether it was 8/25 or 3.67 that corrected this, but it's worth a try).
[edit] never mind, just found it in one of the subfolders along with a few others that are worth trying. Thanks.
-
Try here instead:
http://fs2source.warpcore.org/exes/latest/August2005/
EDIT: nevermind...
-
CP5670, if you want this fixed, can you try some different builds from the past couple of months and let us know when this issue surfaced?
-
Updated!
CVS as of 10/26/05
-
CP5670, if you want this fixed, can you try some different builds from the past couple of months and let us know when this issue surfaced?
Doing that right now. :) From what I've seen so far, it looks like the 9/17 CVS build does not suffer from the crashes but 3.67 (released on 9/18) does. I need to try some more things and verify this though.
-
ok, if you are sure that it doesn't appear before 3.6.7, mantis it, include the mission and the last entry from error.log preferably from 3.6.7 since that is tagged in CVS. If those directions are wrong, I am sure Goober or taylor will correct me.
-
I have isolated certain periods in three of my missions where it always crashes with 3.67 but not with 9/17. There doesn't seem to be anything obvious that would trigger it, as no events are firing in any of the cases. The debug 3.67 gives me tons of the vec3d errors during the missions and I can't really get to those points at all.
The missions won't work without a bunch of mods that they use so there is little point in posting them alone, but I am going to be releasing them along with several others in a few days anyway. (they were part of my now dead campaign) I'll make a mantis entry at that point.
-
i got these errors with the new inferno build:
Error: icons.tbl(line 16:
Error: Required token = [#Start], found [:] .
File:\fs2_open\code\parse\parselo.cpp
Line: 573
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: weapons.tbl(line 487:
Error: Required token = [#End] or [$Name:], found [@Laser Glow: 2_laserglow03]
in weapon: GTVA Rapid Laser.
File:\fs2_open\code\parse\parselo.cpp
Line: 573
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: weapons.tbl(line 489:
Error: Required token = [#End] or [$Name:], found [@Laser Color: 190, 150, 250]
in weapon: GTVA Rapid Laser.
File:\fs2_open\code\parse\parselo.cpp
Line: 573
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: weapons.tbl(line 489:
Error: Required token = [#End] or [$Name:], found [@Laser Color2: 190, 150, 250]
in weapon: GTVA Rapid Laser.
File:\fs2_open\code\parse\parselo.cpp
Line: 573
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: weapons.tbl(line 491:
Error: Required token = [#End] or [$Name:], found [@Laser Length: 20.0]
in weapon: GTVA Rapid Laser.
File:\fs2_open\code\parse\parselo.cpp
Line: 573
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: weapons.tbl(line 492:
Error: Required token = [#End] or [$Name:], found [@Laser Head Radius: 1.0]
in weapon: GTVA Rapid Laser.
File:\fs2_open\code\parse\parselo.cpp
Line: 573
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
again with the goddamn GTVA rapid laser.
-
Should the thruster effects be back with CVS 26/10 build?
-
Cobra:
IMHO both seem like table problems. If you are using the Inferno release without the SCP fix then there seems to be an error in icons.tbl, line 6 ( : should be ; )
And with GTVA Rapid Laser there are double entry for the Laser Glow.
Both seemed to be fixed in the SCP patch...
-
forgot about the patch. :doh:
-
I'm noticing that POF shockwaves are always rendering at the same angle (it looks like they are back to the model normal again); is this intended, part of another change, or is it a bug? I don't want to mantis it if it's going to be fixed anyway.
-
Updated!
CVS as of 10/27/05
-
Updated!
CVS as of 10/28/05
-
I think i was commiting the add-background-bitmap and remove-background-bitmap code by the time you posted this. I don't think the code is in. Especially I had to recommit some stuff that I overlooked. No big deal, I'll just throw together a build tomorrow morning.
-
Updated!
CVS as of 10/28/05
Some Important Comments:
- Regular Build Re-Updated[Special Case]
- FRED2_open Updated
- Inferno Builds will be updated this weekend
-
Music doesn't seem to work in the most recent build.
-
I'm getting no sound at all, what happen?
[edit]
The latest Fred is giving me this when I use Leviathan:
(http://www.ferretgames.com/imageupload/images/fredmodelmessed436212c6cab26.png)
And also when I put in a jump node. (Except it complains about subspacenode.pof instead)
Leviathan appears okay when I am close, but the node wont show up at all.
If I get rid of mv_models.vp it's okay but the node wont show still. If I don't use -fredhtl it will crash with the high-poly Leviathan model but the node will appear.
This didn't happen before, anyone got a quick fix?
-
I got that same "...normals capped to zero" error (or one very similar to it) few FRED builds ago. For me it complained every time i placed a new class of ships (HTLd only) to the map (fenris, leviathan). I didn't got error in the fred releases that followed it... (with same command line and models)
-
Originally posted by Ferret
I'm getting no sound at all, what happen?
http://developer.creative.com/articles/article.asp?cat=1&sbcat=31&top=38&aid=46
-
Why thank you very much redmenace, that worked a treat. :)
And I think I'll just use an older FRED build for now. What an annoying bug.
-
Capped normals is a problem with the models, not FRED. From my experience they don't really appear to be very detrimental to the mission, just yet another OK button to press.
-
Okay, but what about the node? That is pretty annoying, I especially like to know how big it is.
Bah, suppose I could just Fred without high poly models. :'(
-
Updated!
CVS as of 10/29/05
Some Important Comments:
- Standard Build Updated
- FRED2_open Updated
-
Originally posted by Axem
Capped normals is a problem with the models, not FRED. From my experience they don't really appear to be very detrimental to the mission, just yet another OK button to press.
he makes a good point about those ok buttons, can there be a flag in debug builds of both fred and fs2 to log what would otherwise be put in those popup boxes to a log file and always automatically try to keep running. that way the errors can be read later to try and fix things. i find the popups boxes are more likely to crash the game than half the stuff they report.
-
According to kazan there's one in there.
-
Well um, what is it?
-
Updated!
CVS as of 10/30/05
Some Important Comments:
- Standard Build Updated
- Optimized Build Updated
- Inferno Build Updated
- NO FRED builds till the LUA stuff is straightened out
-
Updated!
CVS as of 10/31/05
Some Important Comments:
- Standard FRED2 Build Updated
- New Optimized FRED2 Build
- Inferno FRED2 Build Updated
-
OK, I got some weirdness with the latest FSO build. I had directive listings for ships appearing before they did, and I had some ships not generating warp effects. The same mission works OK with the 10/29 build.
-
Updated!
CVS as of 11/07/05
Some Important Comments:
- Standard Build Updated
- Optimized Build Updated
- Inferno Build Updated
- Standard FRED2_open Updated
- Inferno FRED2_open Updated
- Optimized FRED2_open Updated
-
I don't know if i have to mantis this or not, but the last one (07.11.2005) doesn't work for me.
The loading session work perfectly well, I launched the mission and when I encounter first resistance, the game freezed before crashing with an error message.
But, with the 05.11.2005 and the older, all work very well.
-
errr, what's the story with the new categorizations? :wtf:
-
The Optimized Builds are compiled to optimized for P4 and Athlon XP processors.
Inferno Builds are compiled to work with the Inferno Mod's need for higher table limits
Standard Builds are just that, standard. They are the regular builds that the staff normally releases.
-
Then what's the "DSInferno" build?
-
Ehr, that is just me and Woomiester tracking down an issue he was encountering with Open AL. Those builds with the DS Inferno use Direct Sound instead of Open AL.
-
Updated!
CVS as of 11/13/05
Some Important Comments:- Standard Build Updated
- Optimized Build Updated
- Inferno Build Updated
- Standard FRED2 Updated
- Inferno FRED2 Updated
- Optimized FRED2 Updated
- New Optimized Inferno Build
- New Optimized Inferno FRED2 Build
- These options have been removed from the launcher but will still work in the game if you use them as a custom command
- These options have been completely removed from the game:
- These options have been added to the game and the launcher:
- img2dds(might cause crashes in D3D, being worked on)
- loadallweps
- These options have been renamed:
- d3dmipmap -> mipmap
- d3d_no_vsync -> no_vsync
- dnoshowvid -> nomovies
- Vorlon Transport Transparency Problem Fixed
-
The new FRED build crashes whenever you close it.
-
Movie playback appears to be messed up somehow... I have to minimize the game and maximize it again to see the movie, though I hear the sound. This doesn't happen in the 11/07 build nor any before. Shall I Mantis it?
-
ermm.......
the downloads in the first post dont seem to be working. Whenever I click on them, a webpage with loads of gibberish comes up. I try to right click and save, but I only get a webpage instead.....
Edit: this happens to ANY .rar files from sourceforge website. Is there something wrong wth my side or what?
-
It's a php glitch, afaik. I can right click and do "Save As", and I'm fine, using Firefox 1.0.7. What browser are you using?
-
Movie playback appears to be messed up somehow... I have to minimize the game and maximize it again to see the movie, though I hear the sound. This doesn't happen in the 11/07 build nor any before. Shall I Mantis it?
OpenGL or D3D? Are you using DivX6? I think I only tested my final set of changes in D3D since it was having the most problems. I could have broken OGL movie playback and not realized it. I'll see if I can't get that sorted out before the night is over.
-
Firefox 1.0.7 as well. I can right click and save as, but it tries to save as a text document or a web page....
-
Oh that! Ignore it. In this case, the file type means absolutely nothing. Leave it on text document and just save. It won't add an extra extension. It'll just save it as a rar file and you can then use winrar to extract the files. I did it that way myself earlier.
-
OpenGL or D3D? Are you using DivX6? I think I only tested my final set of changes in D3D since it was having the most problems. I could have broken OGL movie playback and not realized it. I'll see if I can't get that sorted out before the night is over.
OpenGL. I'm well aware of the DivX6 problem so I've been using 5.whatever. Like I said the problem seems to be this build specifically, as the playback is quite fine everywhere from 3.6.7 to the 11/07 build (the one before this one).
-
OpenGL. I'm well aware of the DivX6 problem so I've been using 5.whatever. Like I said the problem seems to be this build specifically, as the playback is quite fine everywhere from 3.6.7 to the 11/07 build (the one before this one).
Yeah I tested and it's broken. It happened with my changes last night and a fix is already in progress (minor and stupid thing that wasn't supposed to get in CVS). And DivX6 does work fine as long as you run the DivXToolbar removal tool, but I'm looking for an application way to do that just for the game.
EDIT: Well that turned out not to be a real problem. Hmm, a fresh CVS build and the movies work fine for me in OpenGL. I'll play with it a little more and see what I can find. See if the next build does the same thing.
-
Fred is definatly crashing on exit. I did remove the libci.lib from the project but I doubt that is the problem.
Here is my fs.log http://mason.gmu.edu/~jwillshe/fs.zip
-
Updated!
CVS as of 11/14/05
Some Important Comments:- Standard Build Updated
- Optimized Build Updated
- Inferno Build Updated
- Optimized Inferno Build
- Standard FRED2 Updated
- Optimized FRED2 Updated
- Inferno FRED2 Updated
- Optimized Inferno FRED2 Build
- Warp In Bug Fixed
- FRED2 Crash on Exit Fixed
-
The only other thing I can think of that's still somewhat off-kilter is the thruster system. The glows work fine now, but the trails have been non functional since the species rework thing... That's as of the 11/13 build though. If it's in 11/14, I'll find out when I test it later (read: a time that's not 3AM).
-
Ok - no music at all for my side, and I have no clue as to WHAT the problem is. This is in-game, briefings, main hall, everywhere. No music at all :(
-
FRED is no longer crashing on exit, but it retains an active process in the process window, eating up CPU cycles significantly.
-
Singh, try the open al 1.1 installer from openal.
http://www.openal.com/openal_webstf/OpenALwEAX.exe
-
No luck, redmenace. I installed it, but tehre is still no music :(
-
did music work before this build?
-
not since 10/14 it hasn't.
I will run a build before that and check it out.
-
Try this. http://fs2source.warpcore.org/exes/latest/November2005/20051107-DSInferno.rar
-
Any news for the thruster effects?
Nice glows but no much else in current CVS build (14/11). Putting nice glow on top of the retail thruster effect cone is not a very good combination. As i just tested this with species_defs.tbl by using shivan thrusterglow with terran thruster. Result was retail cone with shivan thruster glow.
-
What are your computer specs BTW. Any luck with older builds?
Ok - no music at all for my side, and I have no clue as to WHAT the problem is. This is in-game, briefings, main hall, everywhere. No music at all :(
-
Any news for the thruster effects?
I'm looking into it but nothing specific has been found yet. I'm testing TBP and in that case a least it would appear to be rendering thrusters, at least from the code point of view, but I haven't figured out why they aren't showing up yet. I'll have another chance to work on it later tonight.
-
Updated!
CVS as of 11/16/05
Some Important Comments:- Standard Build Updated
- Optimized Build Updated
- Inferno Build Updated
- Optimized Inferno Build
- Standard FRED2 Updated
- Optimized FRED2 Updated
- Inferno FRED2 Updated
- Optimized Inferno FRED2 Build
-
Updated!
CVS as of 11/17/05
Some Important Comments:- Standard Build Updated
- Optimized Build Updated
- Inferno Build Updated
- Optimized Inferno Build
- Standard FRED2 Updated
- Optimized FRED2 Updated
- Inferno FRED2 Updated
- Optimized Inferno FRED2 Build
- Most Sound Issues Should be fixed
-
Redmenace, I found yesterday with the 14.11.2005 where I have missing texture issue for Orion Class and Deimos class.
-
Try the 11/17/05 build.
-
Hi, I was using FS Open build 2005-11-14 , and in FSPort's mission just after the tombaugh attack where you have to scan the sentry guns and the Vasudans sabotaged them, whenever the Seth class jumps in to attack the Galatea, it crashes. This does not occur when I use the 8-25-05 version from redmenace. (although the enemy ships spin at ridiculous RPMs when exploding, and the cutscenes display in a tiny box in the upper left of the screen, which is why I was using the newer CVS build, which doesn't have these problems) I saved the debug spew and windows error messages (some in 16-color .bmp format to save space). I'm uploading these files to http://www.geocities.com/joshuap_richards/thetombaughattack.zip I already posted this problem at FSPort's Forum, and they said it was an FSOpen problem. I'm using Port 2.3 and Media VP 3.6.7 with patch 2 applied and Patch 1 integrated into the vp. If anyone could fix this, I'd be grateful. If someone needs more info, let me know, and if someone already fixed this, I'm sorry for bugging. Regardless, thanks for the time!
PS I'll try the newest build to see if it's been fixed or not.
-
It's already fixed, and the latest build should have the fix. :)
-
FRED still won't shut down properly. You have to go into the task manager and shut down its process to kill it. During this time after you've closed the program, but not its process, it eats up alot of CPU power.
-
FRED still won't shut down properly. You have to go into the task manager and shut down its process to kill it. During this time after you've closed the program, but not its process, it eats up alot of CPU power.
It would appear to be hanging in generate_vertex_buffers() for some reason. Haven't had a chance to debug any further yet. I'm not sure how well FRED2 is working in non-HTL mode at the moment but that should get you around the problem until a fix can be introduced.
EDIT: Fixered.
-
Updated!
CVS as of 11/18/05
Some Important Comments:- Standard Build Updated
- Optimized Build Updated
- Inferno Build Updated
- Optimized Inferno Build
- Standard FRED2 Updated
- Optimized FRED2 Updated
- Inferno FRED2 Updated
- Optimized Inferno FRED2 Build
- FRED2 not closing completely fix
-
In between 11/17 and 11/18 a strange thruster phenomenon has appeared. The thruster glow will disappear briefly every two seconds. A animation mistiming? It occurs on all ships, even caps, and at all throttle settings including burners.
-
I noticed this (along with some very FUBAR'd objectives window issues) earlier this evening. Since the glows are not animations but rather a scaled version of a static image, this is not a media issue.
-
I noticed this (along with some very FUBAR'd objectives window issues) earlier this evening. Since the glows are not animations but rather a scaled version of a static image, this is not a media issue.
I know exactly what the thruster problem is and I'm working on it. It's a simple fix but that code is just plain ugly so I'd rather clean it up first. What are the objective's window issues?
-
I noticed with the 18.11.2005 built, we have the old flak effects instead of the one from the Media VP 3.6.7, it's the same way for missile impact, and fighter beam impact.
The music.vp have some trouble too. After an among of time of playing Fs2, the music shut off.
-
I know exactly what the thruster problem is and I'm working on it. It's a simple fix but that code is just plain ugly so I'd rather clean it up first. What are the objective's window issues?
I figured someone had probably already seen this. To be technically correct, it's the directives box that's having problems. Specifically, directives relating to the destruction (or protection) of a ship that has not yet arrived appear at the start of a mission now, rather than when their target warps in. I had intended to do more debugging before actually reporting this though, as I'm not sure when it started happening.
-
I figured someone had probably already seen this. To be technically correct, it's the directives box that's having problems. Specifically, directives relating to the destruction (or protection) of a ship that has not yet arrived appear at the start of a mission now, rather than when their target warps in. I had intended to do more debugging before actually reporting this though, as I'm not sure when it started happening.
I can confirm this came in with 11/18. I have only played new campaigns in the last few days, so I had assumed they were just poorly coded.
-
Actually, I've seen this "directives problem" before. In fact, I noticed it back as far as very late September, but it appeared to have been solved rather quickly. I guess it wasn't a perminant thing.
-
For an obvious demonstration, start the 4th training mission. You'll get the objective to have your wingmates destroy a ship before it even enters the level, or any other objectives appear.
-
There is something really wrong with the timing for some reason. On a test mission a ship is supposed to enter 1 minute in the mission, it's currently entering about 10 seconds (guess, I didn't check for sure) into the mission. I assume that the directives problem is related to this same event timing issue. I'm currenly going date by date in CVS checkouts looking for this and the flak (plus related effects) rendering problem.
EDIT: Flak bug found but no fix until WMC confers on the problem. I think I have an idea of what the directives problem is but I haven't had a chance to test it yet.
-
Updated!
CVS as of 11/21/05
Some Important Comments:- Standard Build Updated
- Optimized Build Updated
- Inferno Build Updated
- Optimized Inferno Build
- Standard FRED2 Updated
- Optimized FRED2 Updated
- Inferno FRED2 Updated
- Optimized Inferno FRED2 Build
- The "overzealous directives list" should be fixed in tomorrows build.
-
i found something rather odd in the CVS builds. i've had this for a while but never got around to reporting.
in the inferno build, the music in the command briefings and reg. briefings sounded like it was corrupted (think a tear in soemthing that screws up the way it sounds) every 30 seconds or so...
and i here lots of popping noises during missions and briefings. this is my crappy onboard sound card, right?
-
Updated!
CVS as of 11/22/05
Some Important Comments:- Standard Build Updated
- Optimized Build Updated
- Inferno Build Updated
- Optimized Inferno Build
- Standard FRED2 Updated
- Optimized FRED2 Updated
- Inferno FRED2 Updated
- Optimized Inferno FRED2 Build
-
OK. Both 11/21 and 11/22 FRED builds crash on start. Furthermore, they maintain an application process that refuses to shut down. The Debug also complained about missing explosion LODs, but the weapon_expl.tbl entry (TBP BTW) indicates that there's only one LOD for the weapons being referenced.
[Edit]
OK, it turned out that the missing explosion LOD stuff were actual errors, which I've since fixed, but that still hasn't prevented FRED from crashing and refusing to release its memory block from the process window.
[/Edit]
-
Smart shields option has been dropped in 11/22. Is it always enabled now?
-
I think the smart shield option has recently become table controlled. See the example table file in SCP page thread about ai_profiles.tbl (http://www.hard-light.net/forums/index.php/topic,36979.0.html). Or if it is not yet in CVS then it will soon be...
-
strange, i got this error when i tried to start FSO with the latest debug build.
(http://img364.imageshack.us/img364/8360/error1iy.jpg)
-
Updated!
CVS as of 11/22/05
Some Important Comments:- Standard Build Updated
- Optimized Build Updated
- Inferno Build Updated
- Optimized Inferno Build
- Standard FRED2 Updated
- Optimized FRED2 Updated
- Inferno FRED2 Updated
- Optimized Inferno FRED2 Build
- FRED2 is also broken
-
FRED2 is also broken
Rats! :mad:
-
What's the latest working version of FRED2 anyway?
-
11/18.
-
whoah, major screwups in the 20051123 build.
i'll let my pics speak for themselves.
this is supposed to be a missile impact effect:
(http://img364.imageshack.us/img364/4286/screen00794gu.jpg)
and this is supposed to be an explosion effect:
(http://img364.imageshack.us/img364/4422/screen00824zb.jpg)
oh, and can someone give me a flag file for 20051025? that appears to be the best CVS build right now and now it's fragged for some reason.
-
Updated!
CVS as of 11/24/05
Some Important Comments:- Standard Build Updated
- Optimized Build Updated
- Inferno Build Updated
- Optimized Inferno Build
- Standard FRED2 Updated
- Optimized FRED2 Updated
- Inferno FRED2 Updated
- Optimized Inferno FRED2 Build
- FRED2 is also fixed
- give it about an hour for all of this to upload. I am not at school.
-
FRED2 is also fixed
:yes:
-
Updated!
CVS as of 11/25/05
Some Important Comments:- Standard Build Updated
- Optimized Build Updated
- Inferno Build Updated
- Optimized Inferno Build
- Standard FRED2 Updated
- Optimized FRED2 Updated
- Inferno FRED2 Updated
- Optimized Inferno FRED2 Build
-
Updated!
CVS as of 12/08/05
Some Important Comments:- Standard Build Updated
- Optimized Build Updated
- Inferno Build Updated
- Optimized Inferno Build
- Standard FRED2 Updated
- Optimized FRED2 Updated
- Inferno FRED2 Updated
- Optimized Inferno FRED2 Build
-
bump, this is being merged with another topic.