Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: chief1983 on May 04, 2012, 01:14:17 pm

Title: Release 3.6.14 Release Candidate 6
Post by: chief1983 on May 04, 2012, 01:14:17 pm
RC7 here. (http://www.hard-light.net/forums/index.php?topic=81558.0) Go there.
(http://scp.indiegames.us/img/irrelephant.jpg)

Guys, and gals, I present to you:  RC6!
Previous 3.6.14 RC5 Release Thread (http://www.hard-light.net/forums/index.php?topic=80021.0)

Important!!
As always, you need OpenAL installed.  Linux and OS X come with it but Windows users will need to get Creative's OpenAL installer (http://connect.creativelabs.com/openal/Downloads/oalinst.zip).

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

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

Known issues:


Shaders
In order to leverage changes in the shader code since 3.6.12, these are to be used to over-ride the MediaVPs shaders (place in mediavps_3612/data/effects) or in use for any mods.
Includes the Animated/Cloakmap shaders as well as optimized pixel lighting fragment shaders.

Shaders-3.6.14_Jan-23.zip (http://swc.fs2downloads.com/builds/Shaders-3.6.14_Jan-23.zip) (Mirror (http://scp.fsmods.net/builds/Shaders-3.6.14_Jan-23.zip)) (Mirror (http://scp.indiegames.us/builds/Shaders-3.6.14_Jan-23.zip)) (Mirror (http://www.mediafire.com/file/k2v8qxj127qy3ht/Shaders-3.6.14_Jan-23.zip))
MD5: 31b92c6a89fdf9fb490fca970e349932

(http://scp.indiegames.us/img/windows-icon.png) WINDOWS Builds

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

fs2_open_3_6_14_RC6.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_14_RC6.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_14_RC6.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_14_RC6.zip))
This one is based on the SSE2 Optimizations from the MSVC Compiler.
MD5: 7cdaf198641130d5a5b31e99fafd3bf8

fs2_open_3_6_14_RC6_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_14_RC6_SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_14_RC6_SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_14_RC6_SSE.zip))
This one is based on the SSE Optimizations from the MSVC Compiler.
MD5: a13a3a954f963e33b0ac9af1fcc1d81c

fs2_open_3_6_14_RC6_NO-SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_14_RC6_NO-SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_14_RC6_NO-SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_14_RC6_NO-SSE.zip))
MD5: 8ff90b78fc37aad030aeceb43d9a993a

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


(http://scp.indiegames.us/img/mac-icon.png) OS X Builds

Inferno Build
FS2_Open-3.6.14_RC6.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.14_RC6.dmg) (Mirror (http://scp.fsmods.net/builds/OSX/FS2_Open-3.6.14_RC6.dmg)) (Mirror (http://scp.indiegames.us/builds/OSX/FS2_Open-3.6.14_RC6.dmg))
MD5: 6672bd684d6f539be80f91c414bff3dd


(http://scp.indiegames.us/img/linux-icon.png) LINUX Builds

Inferno Build
fs2_open_3.6.14_RC6.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3.6.14_RC6.tar.bz2) (Mirror (http://scp.fsmods.net/builds/LINUX/fs2_open_3.6.14_RC6.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/LINUX/fs2_open_3.6.14_RC6.tar.bz2))
MD5: b63933d12d94b0ec9a15379dc87d304d

Source Code Export
fs2_open_3_6_14_RC6_src.tgz (http://swc.fs2downloads.com/builds/fs2_open_3_6_14_RC6_src.tgz) (Mirror (http://scp.fsmods.net/builds/fs2_open_3_6_14_RC6_src.tgz)) (Mirror (http://scp.indiegames.us/builds/fs2_open_3_6_14_RC6_src.tgz))
MD5: 5542cdcacbd8fccc930991dcf0bdb0e3


Changelog since the last RC:
( Additionally, see here: 3.6.13 Changelog (since 3.6.12) (http://www.hard-light.net/forums/index.php?topic=69362.0) )
Code: [Select]
------------------------------------------------------------------------
r8698 | niffiwan | 2012-05-01 07:25:51 -0500 (Tue, 01 May 2012) | 1 line

Backport: Trunk r8523; Fixed a few typos in scripting documentation.
------------------------------------------------------------------------
r8699 | niffiwan | 2012-05-01 07:25:58 -0500 (Tue, 01 May 2012) | 1 line

Backport: Trunk r8531; Deprecating stuff: Good. Printing messages to the log: Good. Using Warning() instead of mprintf(): Bad.
------------------------------------------------------------------------
r8700 | niffiwan | 2012-05-01 07:26:05 -0500 (Tue, 01 May 2012) | 1 line

Backport: Trunk r8532; Forgot newlines
------------------------------------------------------------------------
r8701 | niffiwan | 2012-05-01 07:26:11 -0500 (Tue, 01 May 2012) | 1 line

Backport: Trunk r8533; Fix for Mantis 2614: Remove that statement, it works fine without exponentiating the offset.
------------------------------------------------------------------------
r8702 | niffiwan | 2012-05-01 07:26:17 -0500 (Tue, 01 May 2012) | 1 line

Backport: Trunk r8536; Fix ignore-keys not blocking joystick or mouse buttons. (Mantis 2611)
------------------------------------------------------------------------
r8703 | niffiwan | 2012-05-01 07:26:24 -0500 (Tue, 01 May 2012) | 1 line

Backport: Trunk r8539; Fix Mantis 2617: LLVM warning: argument to 'sizeof' in 'memset' call is the same expression as the destination; did you mean to dereference it?
------------------------------------------------------------------------
r8704 | niffiwan | 2012-05-01 07:26:30 -0500 (Tue, 01 May 2012) | 1 line

Backport: Trunk r8540; Related to Mantis 2617 - there is no way this is correct, now we have a properly functioning constructor for mc_info
------------------------------------------------------------------------
r8705 | niffiwan | 2012-05-01 07:26:37 -0500 (Tue, 01 May 2012) | 1 line

Backport: Trunk r8543; Fix a bug where placing the host in team 2 of a TvT mission would cause the clients to crash out.
------------------------------------------------------------------------
r8706 | niffiwan | 2012-05-01 07:26:44 -0500 (Tue, 01 May 2012) | 1 line

Backport: Trunk r8545; change stuff_vector to stuff_vec3d for clarity, since "vector" now refers to a dynamic list and "vec3d" now refers to the three-float struct
------------------------------------------------------------------------
r8707 | niffiwan | 2012-05-01 07:26:51 -0500 (Tue, 01 May 2012) | 1 line

Backport: Trunk r8459; stdint.h and inttypes.h moved, and let's fix some paths that VC6 botched up for us again.
------------------------------------------------------------------------
r8708 | niffiwan | 2012-05-01 07:26:58 -0500 (Tue, 01 May 2012) | 1 line

Backport: Trunk r8550 + r8553; fix compilation for MSVC6 && this is a fix that doesn't require #including another file
------------------------------------------------------------------------
r8709 | niffiwan | 2012-05-01 07:27:05 -0500 (Tue, 01 May 2012) | 1 line

Backport: Trunk r8551; PVS Studio fix: The conditional expressions of the 'if' operators situated alongside each other are identical (aicode.cpp)
------------------------------------------------------------------------
r8710 | niffiwan | 2012-05-01 07:27:12 -0500 (Tue, 01 May 2012) | 1 line

Backport: Trunk r8552; Fix Mantis 2620 - PVS-Studio warning: Consider inspecting the '(strlen(filename) > 6)' expression. A 5 year old bug.
------------------------------------------------------------------------
r8711 | niffiwan | 2012-05-01 07:27:18 -0500 (Tue, 01 May 2012) | 1 line

Backport: Trunk r8554; const correctness for fhash
------------------------------------------------------------------------
r8712 | niffiwan | 2012-05-01 07:27:25 -0500 (Tue, 01 May 2012) | 1 line

Backport: Trunk r8561 + r8565; PVS-Studio fixes: Resolve some warnings about use of pointers before checking for a null pointer && partial revert of 8561: vm_malloc should never return null, so the Assert is necessary,  and will immediately flag the error as it happens instead of leaving a mine to be triggered later
------------------------------------------------------------------------
r8714 | niffiwan | 2012-05-02 06:36:18 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8562; Fix for Mantis 2616 - Lua forward controls don't get applied to player controls, patch by m_m
------------------------------------------------------------------------
r8715 | niffiwan | 2012-05-02 06:36:26 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8563; Fix for Mantis 2327 - Strange behavior with key-press, patch from Eli2
------------------------------------------------------------------------
r8716 | niffiwan | 2012-05-02 06:36:33 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8577; From casual_pilot: Fix for Mantis 2395 (incorrect index values passed to OpenGL)
------------------------------------------------------------------------
r8717 | niffiwan | 2012-05-02 06:36:40 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8579; Fix for Mantis 2619: Adds .png to FRED's list of recognized file formats for loading screens.
------------------------------------------------------------------------
r8718 | niffiwan | 2012-05-02 06:36:47 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8585; Fix for Mantis #0002604: using m_m's patch, allow swarm/corkscrew bank to keep firing if current bank changes
------------------------------------------------------------------------
r8719 | niffiwan | 2012-05-02 06:36:54 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8592; per discussion with mjn.mixael, fix error function so that it doesn't break on messages that are too long
------------------------------------------------------------------------
r8720 | niffiwan | 2012-05-02 06:37:00 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8596 + r8597; From Echelon9, fix for mantis #0002621 && fix a derp by Echelon9 (local variable was hiding the member field)
------------------------------------------------------------------------
r8721 | niffiwan | 2012-05-02 06:37:06 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8602 + r8613; Reorder setting of filename in game init to stop missions crashing in load screen && Update to 8602 - an even simpler fix
------------------------------------------------------------------------
r8722 | niffiwan | 2012-05-02 06:37:13 -0500 (Wed, 02 May 2012) | 3 lines

Backport: Trunk r8603; Well I find it hard to believe that in over eight years three senior SCP coders couldn't find THAT!

Fix Mantis 0082 (Repeat count sexp does not work reliably)
------------------------------------------------------------------------
r8723 | niffiwan | 2012-05-02 06:37:19 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8610; Fix for Mantis 2629: PVS-Studio warning: The variable j is being used for this loop and for the outer loop. (controlsconfig.cpp 1613)
------------------------------------------------------------------------
r8724 | niffiwan | 2012-05-02 06:37:26 -0500 (Wed, 02 May 2012) | 2 lines

Backport: Trunk r8614 + r8615 + r8619; Allowed hud-set-directive and hud-set-message to set custom gauge text up to MESSAGE_LENGTH instead of NAME_LENGTH. && Added hud-clear-messages. Clears active messages currently displayed. && considering that both the HUD and sexp_replace_variable_names_with_values work with SCP_string, just use SCP_string directly and remove the character limit
also, MESSAGE_LENGTH isn't 32 characters
------------------------------------------------------------------------
r8725 | niffiwan | 2012-05-02 06:37:34 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8618; Fix a rather unhelpfully vague piece of the SEXP documentation.
------------------------------------------------------------------------
r8726 | niffiwan | 2012-05-02 06:37:41 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8628; Gliding bugfix: only "decay" glide speed when actually thrusting.
------------------------------------------------------------------------
r8727 | niffiwan | 2012-05-02 06:37:47 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8630; revision 8155 inadvertently made ALL weapons area-effect... so don't add an automatic inner radius (for Mantis #2634) but still be careful about potential divide-by-zero
------------------------------------------------------------------------
r8728 | niffiwan | 2012-05-02 06:37:53 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8643 + r8644; Fix for Mantis 2635: Invalid memory access when saving a mission due to a weapon bank set to empty. && Same for secondary weapons
------------------------------------------------------------------------
r8729 | niffiwan | 2012-05-02 06:38:00 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8639; PVS-Studio fix: The 'Weapon_info' pointer is used simultaneously as an array and as a pointer to single object. Check lines: 2962, 2975.
------------------------------------------------------------------------
r8730 | niffiwan | 2012-05-02 06:38:06 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8640; PVS-Studio fix: The 'Players' pointer is used simultaneously as an array and as a pointer to single object. Check lines: 1392, 1410.
------------------------------------------------------------------------
r8731 | niffiwan | 2012-05-02 06:38:12 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8641; PVS-Studio fix: The 'Player' pointer is used simultaneously as an array and as a pointer to single object.
------------------------------------------------------------------------
r8732 | niffiwan | 2012-05-02 06:38:18 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8642; Fix Doxygen documentation for wl_draw_ship_weapons()
------------------------------------------------------------------------
r8733 | niffiwan | 2012-05-02 06:38:25 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8649; Fix Mantis 2632: Sounds assigned to objects get dropped when limit hardcoded gets reached. Patch from m_m
------------------------------------------------------------------------
r8734 | niffiwan | 2012-05-02 06:38:32 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8652; MSVC Analyze warning fix: Incorrect type passed as parameter in call to function printf()
------------------------------------------------------------------------
r8735 | niffiwan | 2012-05-02 06:38:38 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8662; warning C6280: 'tmp_Player' is allocated with 'new', but deleted with 'free'
------------------------------------------------------------------------
r8736 | niffiwan | 2012-05-02 06:38:45 -0500 (Wed, 02 May 2012) | 2 lines

Backport: Trunk r8670; fix for Mantis #2630
(LUA is not mentioned, but the problem might affect that too)
------------------------------------------------------------------------
r8737 | niffiwan | 2012-05-02 06:38:53 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8681; These two variables were missed; the sort of overlooked error that is easy with this odd method of copy constructing...
------------------------------------------------------------------------
r8738 | niffiwan | 2012-05-02 06:38:59 -0500 (Wed, 02 May 2012) | 1 line

Backport: Trunk r8686; Fix Mantis 2642: Cockpits are rendered incorrectly when post-processing is disabled, thanks m_m
------------------------------------------------------------------------
r8744 | niffiwan | 2012-05-03 05:52:54 -0500 (Thu, 03 May 2012) | 4 lines

Revert "Backport: Trunk r8686; Fix Mantis 2642: Cockpits are rendered incorrectly when post-processing is disabled, thanks m_m"
Depends on other non-backported commits

This reverts commit cdb713f15a75169ee1352aad2bae5d84951e53a6.
------------------------------------------------------------------------
r8745 | niffiwan | 2012-05-03 05:53:02 -0500 (Thu, 03 May 2012) | 1 line

Backport: Trunk r8695; Fix the bug in closing the event editor that caused it to take minutes with some missions rather than seconds.
------------------------------------------------------------------------
r8746 | niffiwan | 2012-05-03 05:53:09 -0500 (Thu, 03 May 2012) | 1 line

Update 8592 to not use a SCP_string and to use vsnprintf to avoid a buffer overrun
------------------------------------------------------------------------
r8747 | niffiwan | 2012-05-03 05:53:17 -0500 (Thu, 03 May 2012) | 1 line

RC6 BUILD STAGE COMMIT: Sets Revision and Version properties to this commit version.
------------------------------------------------------------------------
r8748 | niffiwan | 2012-05-03 05:56:58 -0500 (Thu, 03 May 2012) | 1 line

RC6 BUILD STAGE COMMIT (Take 2): Sets Revision and Version properties to this commit version.
------------------------------------------------------------------------
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Skarab on May 04, 2012, 02:41:21 pm
Excellent... grabbing it now.  The new RC I mean.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Rodo on May 04, 2012, 03:04:19 pm
Ok, will test it out somewhat this weekend.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Trivial Psychic on May 04, 2012, 07:31:01 pm
I wonder if this will resolve the all-important WiH-DE bug.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: General Battuta on May 04, 2012, 09:51:31 pm
Nobody's even taken the steps necessary to figure out exactly what that bug is yet, and that's mostly my fault  :blah:
Title: Re: Release 3.6.14 Release Candidate 6
Post by: mjn.mixael on May 04, 2012, 10:02:30 pm
what is the bug in question?
Title: Re: Release 3.6.14 Release Candidate 6
Post by: General Battuta on May 04, 2012, 10:07:56 pm
The basic bug involves the Karunas in the mission taking damage at a disproportionate and mission-breaking rate which makes it impossibly hard, but a whole constellation of bugs has sprung up all across BP - ships not taking orders properly, the station in The Blade Itself windmilling around as if set-object-immobile isn't working. even one report of that godawful uberbomber bug. Until someone (me, by all rights) sits down and puts serious time into reliably reproing these bugs, narrowing down the causes and at exactly what revision they were introduced, there won't be any progress on fixing them.

Unfortunately this also means the campaign is basically unplayable without cheats. I think it was a mistake to release an update that couldn't be played on the latest stable build.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Yarn on May 04, 2012, 10:47:40 pm
The basic bug involves the Karunas in the mission taking damage at a disproportionate and mission-breaking rate which makes it impossibly hard...
This might actually be fixed. A similar thing happened in The Big Bang (from FSPort), and it was caused by the bug described in Mantis 2634 (http://scp.indiegames.us/mantis/view.php?id=2634) doubling the damage inflicted by Interceptors.

Could you post a list of these bugs, including which missions have them, what's supposed to happen, and what actually happens instead? I might be able to find the causes of some of them.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: General Battuta on May 04, 2012, 10:56:54 pm
We did examine that option regarding 2634 but we're not sure it's a viable explanation.

Generating that kind of list is the kind of step that hasn't been taken and needs to be (probably by me).
Title: Re: Release 3.6.14 Release Candidate 6
Post by: chief1983 on May 09, 2012, 02:04:25 pm
So I take it there are almost no issues of serious concern left in this build?  :)
Title: Re: Release 3.6.14 Release Candidate 6
Post by: General Battuta on May 09, 2012, 02:12:00 pm
I think it more likely that nobody has done one damn bit of testing with it.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Yarn on May 09, 2012, 02:47:44 pm
Maybe it's not a serious bug, but there is the sound panning issue described in Mantis 2624 (http://scp.indiegames.us/mantis/view.php?id=2624).
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Kolgena on May 15, 2012, 08:18:32 pm
Two things to report with this build.

Feint! Parry! Riposte! is much easier to complete, since the first 6 hercs will fly after you right at the start of the mission. Previously, you needed to run in and lure them, and they would never take the initiative to charge you. The other 6 will stay put, but seem much easier to lure away than before.

In the same mission, I noticed that the "chin" beam on the orion places its ball of plasma at the right spot (end of the tribarrel), but the small moving particles which are supposed to be centered on the ball are instead centered on the base of the turret.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: General Battuta on May 15, 2012, 08:54:00 pm
Two things to report with this build.

Feint! Parry! Riposte! is much easier to complete, since the first 6 hercs will fly after you right at the start of the mission. Previously, you needed to run in and lure them, and they would never take the initiative to charge you. The other 6 will stay put, but seem much easier to lure away than before.

Whoa, whoa, whoa. People have been complaining about the BP AI being dumb and ignoring orders, in addition to the ships in BP taking way too much damage. This sounds like it could be a related issue.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Kolgena on May 15, 2012, 09:39:06 pm
Sorry guys. False alarm. I went back to nightly 7857 (since 3.6.12 is no longer compatible with my install, too many new things), and the 6 hercs at the start do in fact charge you right away.

Edit: Same is true for 7714. Must be my memory playing tricks on me.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Goober5000 on May 15, 2012, 11:29:06 pm
This is the way it has been since retail (and the way the mission is set up, too).  Six Hercs are ordered to engage fighters at the beginning of the mission, while the other six guard the cruisers.  You only have to "lure" half of the original 12.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Cyborg17 on May 15, 2012, 11:56:23 pm
Sometimes voice and music files don't play during briefings and missions,  but this seems to have been present for a while.  While in the original BP install you released all the music plays without error, my current install does not.  I haven't had time to test, so I'm not sure if it's corrupted installations or a real bug, but if it is corrupted it seems to be limited to sound and music files.

Has this or something similar happened to anyone else?
Title: Re: Release 3.6.14 Release Candidate 6
Post by: The_Force on May 16, 2012, 02:22:27 am
Yes I've been encountering it in nightlies in fsport
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Kobrar44 on May 16, 2012, 05:42:16 am
Sometimes voice and music files don't play during briefings and missions,  but this seems to have been present for a while.  While in the original BP install you released all the music without error, my current install does not.  I haven't had time to test, so I'm not sure if it's corrupted installations or a real bug, but if it is corrupted it seems to be limited to sound and music files.

Has this or something similar happened to anyone else?

Always in WiH intro when sanctus is entering the area at the beginning, no subspace sound.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Kolgena on May 16, 2012, 09:33:26 am
Expansion upon the beam problem mentioned above:

Deimos terran turrets (on the top) render muzzle flashes from the center of the base of the turret, rather than the ends of the barrels. I'm guessing it probably affects all multi-part turrets. Perhaps this bug may be related to the turret arm positioning bug Spoon mentioned?
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Goober5000 on May 16, 2012, 08:55:09 pm
Always in WiH intro when sanctus is entering the area at the beginning, no subspace sound.
I wonder if this has anything to do with 3D sound.  Can you play a hacked copy of the mission where the sanctus warps in closer to you?
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Iss Mneur on May 16, 2012, 09:06:12 pm
Always in WiH intro when sanctus is entering the area at the beginning, no subspace sound.
I wonder if this has anything to do with 3D sound.  Can you play a hacked copy of the mission where the sanctus warps in closer to you?
Or try it with -no_3d_sound.  It will turn off the better OpenAL 3D sound environment and instead use the retail FS 3D sound environment.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Kobrar44 on May 17, 2012, 10:29:17 am
Sexp related as it appears. Event 'music' sets effects volume to 0. And I don't really know if its still possible, but when I used to use Generic Hardware instead of Software I had missing sounds too, so maybe that's the cause for Cyborg's bug.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Cyborg17 on May 17, 2012, 11:42:09 am
I've started testing mine.  I've clarified the issue to two possibly unrelated things.

1) At random times Command Breifing voice files will not play.  They will play on 3.6.12 every time, but it breaks on RC6, or for certain, after revision 6720. It does not seem to occur on 6712 but does seem to occur on 6720.  I still have to test 6714. (assuming that I'm remembering the revisions correctly, 6712 and 6714 should be bugfixes for sound issues)

This happens on retail and modded campaigns.

2) Sometimes voice sounds do not play during mission.  This may be my integrated sound system being overwhelmed by the number of sounds in the game, or it could be a bug, but it didn't seem to happen in 3.6.12 or 6712.

Ask me if you'd like more info.  I'm on lunch, so I can't mantis it right now, but I can probably do it tomorrow.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Goober5000 on May 17, 2012, 01:56:15 pm
Which retail mission(s) do(es) it happen on?  Can anyone fire up FSO, load a certain mission, and reliably see the error?
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Iss Mneur on May 17, 2012, 04:28:26 pm
I've started testing mine.  I've clarified the issue to two possibly unrelated things.

1) At random times Command Breifing voice files will not play.  They will play on 3.6.12 every time, but it breaks on RC6, or for certain, after revision 6720. It does not seem to occur on 6712 but does seem to occur on 6720.  I still have to test 6714. (assuming that I'm remembering the revisions correctly, 6712 and 6714 should be bugfixes for sound issues)

This happens on retail and modded campaigns.

2) Sometimes voice sounds do not play during mission.  This may be my integrated sound system being overwhelmed by the number of sounds in the game, or it could be a bug, but it didn't seem to happen in 3.6.12 or 6712.

Ask me if you'd like more info.  I'm on lunch, so I can't matis it right now, but I can probably do it tomorrow.
Please try with OpenALSoft to rule out if it is actually a crappy sound card or if it is something else.  Also try using the -no_3d_sound command line flag.  Both of these can help mitigate a too low channel count sound card.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Cyborg17 on May 17, 2012, 04:53:13 pm
Which retail mission(s) do(es) it happen on?  Can anyone fire up FSO, load a certain mission, and reliably see the error?

Nope.  It's almost random.  I think, though, you have to play through a mission first and then get to the next briefing for a chance at the briefing voice bug.

I'll definitely try those two things though and see if anything changes. And I'll try to make a dummy campaign to make it easier to test this.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Iss Mneur on May 19, 2012, 10:56:26 pm
Which retail mission(s) do(es) it happen on?  Can anyone fire up FSO, load a certain mission, and reliably see the error?

Nope.  It's almost random.  I think, though, you have to play through a mission first and then get to the next briefing for a chance at the briefing voice bug.

I'll definitely try those two things though and see if anything changes. And I'll try to make a dummy campaign to make it easier to test this.

Please check out mantis #2266 (http://scp.indiegames.us/mantis/view.php?id=2266) as what you describe sounds pretty similar.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Cyborg17 on May 20, 2012, 02:07:22 am
Using Open AL soft fixed both problems. :yes:  Using the no_3D sounds flag did not help anything.  Looks like my integrated card is just as much a POC as I suspected. 
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Kolgena on May 20, 2012, 02:30:25 am
How do you use OAL soft?

In other news, do my ears suck, or does music volume not respond to the options menu changes in-game? (Seems to work fine for briefings)
Edit: No, setting bar is just buggy. You have to set it to 1 dot (turn off music), go to game, go back to options, then turn it back on to desired volume to get it to change. Changing from one volume to another without "reseting" the current track does nothing.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Cyborg17 on May 20, 2012, 02:36:36 am
I'm pretty sure you go to the launcher, go to the audio/joystick tab.  Then in the audio section, there should be a list of the different sound devices you can use.  The one that has soft in the name should be it.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Kolgena on May 20, 2012, 02:42:53 am
I have "Generic Software", and "Generic Software on Speaker/HP (Realtek High Defin..."

(I also have a checkbox with 44100 beside it. Not sure what that's for. I remember that EAX used to be this checkbox, but I don't know why it's instead listing the last set sample rate)
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Cyborg17 on May 20, 2012, 02:44:40 am
Are those the only two that you have?  Try both.  Maybe it'll work. *shrugs*
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Kolgena on May 20, 2012, 02:47:46 am
Only options. At least there don't seem to be major bugs for me in terms of sound, aside from random stuttering and popping I get from most briefing voice files. But those have existed since years back.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Iss Mneur on May 20, 2012, 12:05:29 pm
To install OpenALSoft, go to the OpenAL Soft (http://kcat.strangesoft.net/openal.html) page.  It is a reference implementation of OpenAL in software.

There are two ways of installing it, globally or for a specific application.  Detailed instructions are in the readme.txt included in the win32 binary download on the OpenAL soft page (it will also work on 64 bit windows).  Linux users should have OpenAL Soft already installed or available in your package manager.  OS X users, I have no idea, however the source package should build and work on OS X.

Please run openal-info.exe before and after you install (if you do the local install don't worry about the after) and paste both here to the forums because at this point, it seems very likely that the problems people are having with sound is because of the hardware.

Studdering and popping are normally unrelated to the sound card and (at least when it happens to me) because something in the background is using the hard drive (usually a virus scanner) and FSO is unable to stream the audio data quickly enough.

For comparison, here are mine.

Code: (Before) [Select]
Available playback devices:
    Generic Software on Speakers (High Definition Audio Device)
    Generic Software on Headphones (High Definition Audio Device)
    Generic Software on Digital Audio (S/PDIF) (High Definition Audio Device)
Available capture devices:
    Microphone (High Definition Aud
    Line In (High Definition Audio
Default playback device: Generic Software on Speakers (High Definition Audio Device)
Default capture device: Microphone (High Definition Aud
ALC version: 1959890133.2686916

** Info for device "Generic Software on Speakers (High Definition Audio Device)" **
ALC version: 1.1
ALC extensions:
    ALC_ENUMERATE_ALL_EXT, ALC_ENUMERATION_EXT, ALC_EXT_CAPTURE, ALC_EXT_EFX
OpenAL vendor string: Creative Labs Inc.
OpenAL renderer string: Software
OpenAL version string: 1.1
OpenAL extensions:
    EAX, EAX2.0, EAX3.0, EAX4.0, EAX5.0, EAX3.0EMULATED, EAX4.0EMULATED,
    AL_EXT_OFFSET, AL_EXT_LINEAR_DISTANCE, AL_EXT_EXPONENT_DISTANCE
EFX version: 1.0
Max auxiliary sends: 1
Supported filters:
    !!! none !!!
Supported effects:
    !!! none !!!
Code: (After) [Select]
Available playback devices:
    Speakers (High Definition Audio Device)
    Headphones (High Definition Audio Device)
    Digital Audio (S/PDIF) (High Definition Audio Device)
    Generic Software on Speakers (High Definition Audio Device)
    Generic Software on Headphones (High Definition Audio Device)
    Generic Software on Digital Audio (S/PDIF) (High Definition Audio Device)
Available capture devices:
    Microphone (High Definition Audio Device)
    Microphone (High Definition Audio Device) #2
    Line In (High Definition Audio Device)
    Microphone (High Definition Aud
    Line In (High Definition Audio
Default playback device: Speakers (High Definition Audio Device)
Default capture device: Microphone (High Definition Audio Device)
ALC version: 1959890133.2686916

** Info for device "Generic Software on Speakers (High Definition Audio Device)" **
ALC version: 1.1
ALC extensions:
    ALC_ENUMERATE_ALL_EXT, ALC_ENUMERATION_EXT, ALC_EXT_CAPTURE, ALC_EXT_EFX
OpenAL vendor string: Creative Labs Inc.
OpenAL renderer string: Software
OpenAL version string: 1.1
OpenAL extensions:
    EAX, EAX2.0, EAX3.0, EAX4.0, EAX5.0, EAX3.0EMULATED, EAX4.0EMULATED,
    AL_EXT_OFFSET, AL_EXT_LINEAR_DISTANCE, AL_EXT_EXPONENT_DISTANCE
EFX version: 1.0
Max auxiliary sends: 1
Supported filters:
    !!! none !!!
Supported effects:
    !!! none !!!
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Cyborg17 on May 20, 2012, 12:47:29 pm
Sounds like I was really confused.  And I still am.  Isn't OpenAL required for FSO?
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Kolgena on May 20, 2012, 12:56:44 pm
Copied over soft_oal.dll to SysWOW64 as per instructions. Didn't know what the .h files in \Included were for, or what libOpenAL32.dll.a did, so I didn't extract them.

I got 1 new audio device, simply known as "Speaker/HP (Realtek High Definition Audio)". Did I do everything correctly?

@ Cyborg17: OpenAL Soft is not the same as OpenAL. The former expands upon the latter, as far as I can tell.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Iss Mneur on May 20, 2012, 01:08:40 pm
Sounds like I was really confused.  And I still am.  Isn't OpenAL required for FSO?
Yes it is.  The problem is OpenAL is only an API (http://en.wikipedia.org/wiki/Application_programming_interface). And that OpenAL thing that you need to install for FSO to work is a router that allows FSO to chose the soundcard implementation.  Originally Creative (the sound card manufacturer) developed it and released it with the intent that it was an API that interfaced with hardware (namely Creative's hardware like the Sound Blaster (http://en.wikipedia.org/wiki/Sound_Blaster), or the higher end Audigy). However because most motherboards now come with onboard sound (quite often a Realtek something or other) and are not a high end card like Creative sells, the on board sound cards implement the OpenAL API at various levels of completeness.

OpenALSoft was originally released by Creative as a reference implementation that would run on the CPU so that everyone could experience the fidelity of a real Creative card even if they didn't have a Creative sound card.  If your CPU was too slow the idea was that you should go an buy a Creative card.  I don't know how that worked out for Creative, but since they no longer develop OpenALSoft it probably wasn't working as well as they had hoped, especially with the arrival of multicore CPUs there are few sound environments that can't be emulated on a CPU with sufficient speed to make the need of a hardware implementation necessary.

Copied over soft_oal.dll to SysWOW64 as per instructions. Didn't know what the .h files in \Included were for, or what libOpenAL32.dll.a did, so I didn't extract them.

I got 1 new audio device, simply known as "Speaker/HP (Realtek High Definition Audio)". Did I do everything correctly?

@ Cyborg17: OpenAL Soft is not the same as OpenAL. The former expands upon the latter, as far as I can tell.
Yep that looks about right.

As for which one is the one that is implemented by OpenAL Soft and which on is the original "Generic Software" one I have not had time to experiment.  I would assume that the one that you want is now called "Generic Software" and the original "Generic Software" from before is the new device.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Kolgena on May 20, 2012, 03:09:39 pm
A quick check: Can beams miss? Like, slash beams firing almost 90 degrees off from the single enemy target?
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Goober5000 on May 20, 2012, 03:24:58 pm
Slash beams can miss, but I haven't seen them miss by 90 degrees.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: The E on May 20, 2012, 03:40:08 pm
Yeah, that sounds all kinds of wrong
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Kolgena on May 20, 2012, 07:06:16 pm
Well, it's only happened rarely, so I have no idea how to reproduce >.>

Seems to happen most often (which is not very often) on Terslashes on deimos in King's gambit.

Edit: K, got it to happen in one.

(http://i.imgur.com/lkrch.jpg)

This was right after it made two consecutive salvos against the Typhon. Though I'm wondering if it's a possibility that it's shooting at that piece of Orion? (Why would it do that?)
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Yarn on May 20, 2012, 11:09:39 pm
(I also have a checkbox with 44100 beside it. Not sure what that's for. I remember that EAX used to be this checkbox, but I don't know why it's instead listing the last set sample rate)
It's a bug; that check box is still used for enabling EFX. I posted this on Mantis (#2596 (http://scp.indiegames.us/mantis/view.php?id=2596)) a few months ago.

As for which one is the one that is implemented by OpenAL Soft and which on is the original "Generic Software" one I have not had time to experiment.  I would assume that the one that you want is now called "Generic Software" and the original "Generic Software" from before is the new device.
I almost certain what used to be "Generic Software" is still "Generic Software." At least that's how it is for me.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: perihelion on May 31, 2012, 11:21:14 pm
I am almost sure I'm doing something stupid, but I can't think what for the life of me.

I have tried all three Windows builds (I have a Phenom II processor, so I should have SSE2 and then some) and I have just upgraded to launcher 5.5g.  Previously had 5.5f.  Every time I try to select one of the 3.6.14 RC6 .exes in the launcher, the launcher crashes.  I just tried it with an RC5 build and the same thing happened.  Debug builds make no difference.  I have no trouble at all selecting the official 3.6.12r SSE build or a 3.6.10 build of uncertain pedigree that I still had floating around.

I checked the MD5 hashes on my downloads, and they all look fine.  The error spew I'm getting from Windows makes no sense to me as I am not any kind of programmer.

Nevermind.  I'm a dumbass.  I checked the release thread for RC5 and found that someone had a similar problem because of an openAL .dll hanging about in their FS2 directory.  I found one in mine as well.  Deleted it.  Problem solved.  Launcher no longer crashing.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Jeff Vader on May 31, 2012, 11:37:08 pm
:yes:
Title: Re: Release 3.6.14 Release Candidate 6
Post by: jg18 on June 01, 2012, 12:02:20 am
(I also have a checkbox with 44100 beside it. Not sure what that's for. I remember that EAX used to be this checkbox, but I don't know why it's instead listing the last set sample rate)
It's a bug; that check box is still used for enabling EFX. I posted this on Mantis (#2596 (http://scp.indiegames.us/mantis/view.php?id=2596)) a few months ago.
I took a look at the 5.5g code, found the problem, and posted on the ticket with a patch.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Master_of_the_blade on June 03, 2012, 08:30:48 pm
Im surprised no one posted this. Ive been facing this since RC4. I use the wxLauncher. When I launch a mod, the screen alternates very quickly between the start screen with the tip and the screen without. The sound also gets stuck at the same point. It basically looks and sounds like your heavily overclocked card just destabalized.
It only lasts for 1-2 seconds, though and doesn't break the game. Also, this happens only when I first launch the game and not when I return to the start screen later.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: FreeSpaceFreak on June 04, 2012, 01:03:32 pm
Im surprised no one posted this. Ive been facing this since RC4. I use the wxLauncher. When I launch a mod, the screen alternates very quickly between the start screen with the tip and the screen without. The sound also gets stuck at the same point. It basically looks and sounds like your heavily overclocked card just destabalized.
It only lasts for 1-2 seconds, though and doesn't break the game. Also, this happens only when I first launch the game and not when I return to the start screen later.

Debug log please. And what exactly do you mean by 'tip'?
Title: Re: Release 3.6.14 Release Candidate 6
Post by: niffiwan on June 04, 2012, 04:35:00 pm
I thought Master_of_the_blade meant the window that displays a "tip" about playing the game, and the options for "next", and "never display this again".
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Master_of_the_blade on June 04, 2012, 05:16:18 pm
I thought Master_of_the_blade meant the window that displays a "tip" about playing the game, and the options for "next", and "never display this again".
Exactly

Edit: I launched it again after a driver update and the problem is gone. Looks like it was a driver problem.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Black_Yoshi1230 on June 07, 2012, 12:00:13 am
This may be related to those beam disasters I see so much during War in Heaven... but... is it completely natural for two Deimos corvettes to start spewing out their green forward beams like crazy?

I was on RC6, and in stock FS2, defending the Lysander and Actium, they just spewed out their beams and they downed the first Raksasha in less than twenty seconds. On 3.6.12 and the retail version of stock FS2, it takes about a minute for it to die.

Also, the second Suicide Kings mission when you have to defend the convoy, I think something screwed up the flight itinerary of the vessel that deployed Theta Wing, as it got in the way of the Jooyun when it was next to the Capella Jump Node (the waypoint timer was stuck on the 29 second mark for a while because the ship was in its way).

Plus the second time the GVD Psamtik was deployed on the field, it completely refused to fire its beams for two minutes while an NTF Cruiser kept throwing beams around like mad.

Something's gone nuts. Oh, and Print Screen is the snapshot key, right?
Title: Re: Release 3.6.14 Release Candidate 6
Post by: X3N0-Life-Form on June 07, 2012, 12:24:36 am
Crazy beam spewing definitively sounds like an anomaly.
I'm not sure what to make of the convoy thingy, but the Psamtik actually never fired its beams on the last Hammerhead mission, as the aren't beam-free'd after the Psamtik arrives.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: MatthTheGeek on June 07, 2012, 10:43:49 am
Oh, and Print Screen is the snapshot key, right?
Yup. Gets you a tga screenshot in your Freespace2/Screenshots folder.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Kolgena on June 08, 2012, 05:47:03 pm
This may be related to those beam disasters I see so much during War in Heaven... but... is it completely natural for two Deimos corvettes to start spewing out their green forward beams like crazy?

I was on RC6, and in stock FS2, defending the Lysander and Actium, they just spewed out their beams and they downed the first Raksasha in less than twenty seconds. On 3.6.12 and the retail version of stock FS2, it takes about a minute for it to die.

Also, the second Suicide Kings mission when you have to defend the convoy, I think something screwed up the flight itinerary of the vessel that deployed Theta Wing, as it got in the way of the Jooyun when it was next to the Capella Jump Node (the waypoint timer was stuck on the 29 second mark for a while because the ship was in its way).

Plus the second time the GVD Psamtik was deployed on the field, it completely refused to fire its beams for two minutes while an NTF Cruiser kept throwing beams around like mad.

Something's gone nuts. Oh, and Print Screen is the snapshot key, right?

2nd FS2 mission does not beamfree the Psamtik. It is supposed to kill the NTF cruisers with flak, AAA, and fusion mortars. At least, this is the behavior I noticed playing the mission many times over the last 1-2 years.

I'm not sure about the Terslash behavior. Terslashes do have a very fast re-fire rate on insane IIRC. Regarding the Rakshasa: depending on how many wingmen engage the Rakshasa, it can go down fairly quick. A bunch of fighters chain firing hornets can really up the DPS against that cruiser.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Black_Yoshi1230 on June 10, 2012, 11:40:53 pm
I'm not sure about the Terslash behavior. Terslashes do have a very fast re-fire rate on insane IIRC. Regarding the Rakshasa: depending on how many wingmen engage the Rakshasa, it can go down fairly quick. A bunch of fighters chain firing hornets can really up the DPS against that cruiser.

Yeah, the funny thing is I played through the mission on Hard and just said "defend these guys." I never saw any pummeling from Hornets.

Another thing I want to address:

I get "death ghost duplication" from capital ships. Either my laptop is a POS graphics-wise and can't deal with crap or something else is up (I only noticed this with stock FS2 so far, I'd have to get other pictures from other mods).

Since I can't say it in plain terms, here are links are for  The NTD Uhuru from The King's Gambit, (http://imageshack.us/f/717/screen0038.png/) and  The Sathanas from High Noon. (http://img3.imageshack.us/img3/3295/screen0031m.png) Both are in 1280x720.

Didn't happen in .12, and I hate to be so nutsy and compare .14 RC6 against .12, but it's the most stable-ish to test against.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Iss Mneur on June 11, 2012, 02:32:33 pm
Can some windows users please test this new build (https://www.box.com/s/fa9e3d8a1696879ec436)?  It is RC6 with OpenALSoft built into it.  I am also looking for feedback from those of you have do have good sound cards to make sure that this build doesn't break anything for you.  Please post a log if you have a problem.

EDIT: Add request for logs.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Yarn on June 11, 2012, 03:05:49 pm
Can some windows users please test this new build (https://www.box.com/s/fa9e3d8a1696879ec436)?  It is RC6 with OpenALSoft built into it.  I am also looking for feedback from those of you have do have good sound cards to make sure that this build doesn't break anything for you.
That build appears to disable hardware OpenAL acceleration, at least for my SB X-Fi Titanium.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: headdie on June 11, 2012, 03:19:52 pm
On SB Audigy I get massive sound corruption, I'm trying to get a vid but the vid recorder is causing problems
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Iss Mneur on June 11, 2012, 07:40:35 pm
Can you both post logs from a run where you notice the issue (a debug build is included)?

Headdie, can you describe the corruption in more detail?  Sounds missing? Doubles? Snapping? Popping?  What hardware (CPU namly) are you using?

EDIT: Specific questions for headdie
Title: Re: Release 3.6.14 Release Candidate 6
Post by: headdie on June 12, 2012, 02:22:29 am
I have included the log for this build and for standard RC6.  I have managed to get a vid of the issue which I am uploading now and will post a link when I can.

edit:

my system is a first gen AMD 64 3200+ Newcastle core

edit: again:

here is a vid demonstrating the issue http://www.youtube.com/watch?v=JuEb1c_uRNo&feature=youtu.be

[attachment deleted by a ninja]
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Yarn on June 13, 2012, 02:33:22 pm
Here they are.

[attachment deleted by a ninja]
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Aurora Paradox on June 15, 2012, 09:13:03 pm
All of the download links in the RC6 release post are dead.  The server appears to be down.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: jg18 on June 15, 2012, 09:30:20 pm
All of the download links in the RC6 release post are dead.  The server appears to be down.

Did you try the links that say "(Mirror)"?
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Aurora Paradox on June 15, 2012, 09:45:19 pm
All of the download links in the RC6 release post are dead.  The server appears to be down.

Did you try the links that say "(Mirror)"?

Ooops I missed those.  Thanks for pointing that out.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: mmm99 on June 17, 2012, 02:44:27 am
just downloaded RC6 and my computer thinks it contains a virus and deletes the .exe.  :banghead:

i have Norton as my security and i think it says that the execute file trys to start a 'keystroke capture'

I downloaded the rc6 no sse from both of the mirrors and they both do it.

help guys
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Goober5000 on June 17, 2012, 03:07:03 am
Can you post a screenshot?  Or a log from your antivirus program?
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Trivial Psychic on June 17, 2012, 07:46:39 am
I've had that problem with FSO builds myself.  I believe that if you click on the popup that Norton raises when it tells you about it, there is a way to tell it to ignore that program and even to undelete it.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: mmm99 on June 18, 2012, 05:10:05 am
attached is screen shot.

couldn't figure out how to put it on post

[attachment deleted by ninja]
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Goober5000 on June 18, 2012, 12:13:46 pm
Nothing in that screenshot says anything about a "keystroke capture".
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Mongoose on June 18, 2012, 03:33:44 pm
The real advice here is to stop using ****ty software like Norton as your anti-virus solution. :p
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Trivial Psychic on June 18, 2012, 05:09:27 pm
You should find what you need under the "Restore & Options" tab.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: SypheDMar on June 22, 2012, 09:07:21 pm
So I played The Great Hunt, and I noticed that the mission progression is a bit weird. Not sure if that's how it was supposed to be in Hard Mode, or if it's because of the new build. What I did find strange was that the Ravana fires four beams, and it happened to me twice. Once on release and again on debug. I also noticed that disabling 3D sounds is ignored on debug builds head anims are choppy on debug but not on release build. Below is the log on PasteBin.

http://pastebin.com/hx8wsWxB
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Commander Zane on June 22, 2012, 09:13:21 pm
I've seen the Ravana fire eight beams on rare occasions in a Retail install, and four in any version of FSO.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: MatthTheGeek on June 23, 2012, 01:41:47 am
It's easy for a ship to fire several beams from the same turret if the mission is set to use fire-beam without previously locking the turrets in question.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: T-Man on June 23, 2012, 03:20:31 am
attached is screen shot.

couldn't figure out how to put it on post

AVs will sometimes spring up false positives because of how they look for viruses in files. If i remember right there's an option on one of the tabs to designate files you don't mind running.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Goober5000 on June 24, 2012, 07:34:30 pm
What I did find strange was that the Ravana fires four beams

This happens in retail too.  Two beams are fired from each turret, using the fire-beam sexp.  Presumably this is to ensure that both corvettes get severely damaged.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Trivial Psychic on June 24, 2012, 08:18:25 pm
Since one is supposed to escape, I had always thought that it would look far more plausible if the Ravana had fired its lighter, upper beams at the Actium and the heavier ones at the Lysander.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Dragon on June 25, 2012, 08:29:56 am
So, is that one going official? It's been there for quite some time.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: chief1983 on June 28, 2012, 02:37:12 pm
Well, I'm still catching up in the forums.  After getting back from my vacation, work and moving into my house became my top priorities, and I still don't even have internet at my house yet (but I do have a triple-NAT setup going through my phone, MacBook, and router for the last couple nights, so I can finally browse HLP at home on my desktop).  I'll be checking what the status is here and see how much grumbling I've missed since I was gone.  Shouldn't be long now I hope.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: FSW on July 02, 2012, 03:48:20 pm
With RC6, I'm experiencing a graphical bug where engine glows are visible, flickering, through ship models.
I am playing TopAce's Luyten Civil War campaign, and have seen this bug on multiple capital ships, including ships from FS2.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Alan Bolte on July 02, 2012, 11:21:45 pm
I'd just like to mention that the sound issues I was having with early RCs were somehow fixed by reinstalling OpenALSoft. I think it must be a newer version, but I couldn't find version numbers.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: jg18 on July 04, 2012, 01:27:58 am
I'd just like to mention that the sound issues I was having with early RCs were somehow fixed by reinstalling OpenALSoft. I think it must be a newer version, but I couldn't find version numbers.
You should be able to find the version number of OpenAL Soft in an FSO debug log if nowhere else.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: ZeroDivision on July 04, 2012, 01:19:20 pm
Got this when loading the mission briefing (SM2-01, The Battle of the Wilderness)

Code: [Select]
Starting Wing 'Beta' has more than 'MAX_WING_SLOTS' ships

ntdll.dll! NtWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! Warning + 430 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! ss_init_wing_info + 337 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! ship_select_init_team_data + 184 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! ship_select_common_init + 115 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! common_select_init + 254 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! brief_init + 529 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! game_enter_state + 661 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! game_process_event + 318 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! game_main + 782 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! WinMain + 330 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

Actually I just get a black screen and the music keeps playing. By ctrl-alt-deleting I was able to see the above "message".
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Goober5000 on July 04, 2012, 03:50:17 pm
Try this build and see if you still do.  I didn't, when I tested just now.
http://staff.hard-light.net/goober5000/temp/r8994.zip

If you still do, you may have local modifications to your mission file.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: ZeroDivision on July 04, 2012, 04:01:11 pm
Yup, that seems to fix it.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Iss Mneur on July 05, 2012, 10:29:10 pm
Okay!

More sound code changes related to 2266. This one shouldn't mess up anyone's sound cards.  A build with the change can be found here (https://www.box.com/shared/eef20e67b7bbda7c9ae9) (its an RC6 build).  If you need a patch or want a mission to test with checkout the 2266 on mantis (http://scp.indiegames.us/mantis/view.php?id=2266).
Title: Re: Release 3.6.14 Release Candidate 6
Post by: MLCBotMan on July 10, 2012, 10:44:02 pm
why are lightshafts in svn but not in the RCs? Just Curious.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: niffiwan on July 10, 2012, 10:49:05 pm
RC generally means a feature freeze, and lightshafts weren't added to trunk until after the RC phase started.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: mormon_boy on July 10, 2012, 11:36:43 pm
so how many RC's does FSO normally go through?

is it a set number or some thing vague like "enough" or "as many as it takes"?
Title: Re: Release 3.6.14 Release Candidate 6
Post by: z64555 on July 10, 2012, 11:42:30 pm
so how many RC's does FSO normally go through?

is it a set number or some thing vague like "enough" or "as many as it takes"?

As many as it takes. RC means Release Candidate, as in. If there's any showstopping bugs (crashes, serious perfance eaters, etc.) in this one, there's going to be another RC version.

The RC that doesn't have any showstopping bugs is the one that's solidified as the new version.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: niffiwan on July 11, 2012, 01:02:46 am
fingers crossed for RC7

Speaking of which - any help with testing the remaining two bugs we want to fix before RC7 is released would be appreciated:

Okay!

More sound code changes related to 2266. This one shouldn't mess up anyone's sound cards.  A build with the change can be found here (https://www.box.com/shared/eef20e67b7bbda7c9ae9) (its an RC6 build).  If you need a patch or want a mission to test with checkout the 2266 on mantis (http://scp.indiegames.us/mantis/view.php?id=2266).

and

http://scp.indiegames.us/mantis/view.php?id=2417
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Goober5000 on July 11, 2012, 01:16:04 am
Yeah, those two bugs are just about the only things holding up the release.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Vakarias on July 24, 2012, 10:39:42 pm
Can't wait to actually be able to play the newer builds. All versions past 3.6.7 seem to instafail; my MBP's 10.6.8 OSX seems to deny the Inferno .app has ever been opened whatsoever. Supposedly it's an "error 255" or something, according to wxlauncher. Somehow I find this an appropriate description for my efforts:  :banghead:

Any ideas on what I should do? I'd love to be able to play without instantly crashing to desktop on a very picky hair-trigger – FSO 3.6.7 freezes when I take a missile to the face or other large, fast-moving capital salvo, but only sometimes. Somehow it actually runs more smoothly with VBO's disabled and -glow -spec -RLM -orbradar -smart_shields flags added. However there are still moments where nebula lightning and Shivan beams can cause an unpredictable CTD. I do hope that this won't remain the case if I can get a newer build running. I won't even dare to try and set up FSO on my PC, since it has weird problems with very specific things (Here's a pretty good puzzler; my computer can run Homeworld: Cataclysm with absolute ease, but it is completely incapable of running Homeworld 2. This is on Windows 7. My computer can run Skyrim without requiring any third-party graphical acceleration programs.)

So anywho, I'm downloading this release candidate and I hope it fares better than the current 3.6.12 version.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: MatthTheGeek on July 25, 2012, 02:29:20 am
Wait what. 3.6.7 ? What year is this.

There should be absolutely no reason to use such an old, outdated and buggy build over at least 3.6.12. Even my crapbook with an intelgrated 945 can run it flawlessly (or at least within expectable performance regarding the sh*tty hardware in question). And IIRC there are people out there that still run FSO on computers that used to run retail back in '99.

What kind of hardware are you trying to run this on ? If you can run .7, you should be able to generate a debug log (http://www.hard-light.net/forums/index.php?topic=56279.msg1180359#msg1180359) with whatever debug build this archeological release came up with.

Also, obvious question that I have to ask, but have you checked that your drivers are up-to-date ?
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Echelon9 on July 25, 2012, 03:34:35 am
Wait what. 3.6.7 ? What year is this.

There should be absolutely no reason to use such an old, outdated and buggy build over at least 3.6.12. ...
What kind of hardware are you trying to run this on ? If you can run .7, you should be able to generate a debug log (http://www.hard-light.net/forums/index.php?topic=56279.msg1180359#msg1180359) with whatever debug build this archeological release came up with.

Also, obvious question that I have to ask, but have you checked that your drivers are up-to-date ?

Mac OS X, so no standalone drivers. However, you're right that an update to a more recent releaased build (or the RCs) is the right move here.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Stuger on July 25, 2012, 05:50:49 pm
Hey all

Just installed RC6, tried training and first mission.

I have the same problem as FSW, engine glow is visible in a not-very-pretty way through ships' hulls at certain distances (not point blank but a bit further)
Noticed it with amazon, myrmidon and hercs. Must have something to do with the engine distortion effect (which otherwise is an extremely cool addition!)

Also the radio msg animations cause stuttering, is fixed by removing it from hud options, but i guess this is known.

Will test more :)

EDIT:

Engine glow problem seems connected to soft particles, problem solved by turning it off

Also in first training mission, instructor seems to have a problem with the match speed order. Even if match speed is on, he notifies that I should match my speed with him. Speeds to not match perfectly, because instructor is turning around and speed is fluctuating. Eventually the mission continues though, when the speed is perfectly matched. :)

EDIT 2:

Weird explosions?

I noticed that when destroying a moving target (amazon in this case) and not adding extra damage (which would blow it up on the spot) then as you know the target spins around before exploding. Well there are two explosions simultaneously: one where the target is and one where the target _was_ when it reached 0% hull.

This seems to be the case with mediavps on, even with release 3.6.12, but when they are off the explosions are normal.

Don't you think that is kinda weird?

EDIT 3:

Mission "Mystery of the Trinity":

At the start, wingman groups moving out one by one is jerky, compared to original campaign. Not sure if anything can be done with that though :)
Also the Aquitaine's slight turn, meant to produce feeling of takeoff, isn't quite as smooth as in original.

EDIT 4:

Mission "Slaying Ravana":

Default secondary loadout for wingmen is screwed. On racks with cyclops only 2 are loaded instead of 7.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Dragon on July 26, 2012, 04:29:49 pm
Regarding Edit 2, it's because of the explosions script. I'm not sure if anything can be done about it.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: mjn.mixael on July 26, 2012, 04:36:11 pm
Likely because once a ship becomes 'not a ship' and/or some form of debris.. scripting can't access it's location and can't update the explosion location.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: m!m on July 26, 2012, 04:55:22 pm
I noticed this some time ago and I took a look at the script to find the cause and it seems like that behavior is actually intentional as the script stores the position of the ship at the time when it started exploding which is why I'm not sure if this is a bug or a feature :nervous:
Title: Re: Release 3.6.14 Release Candidate 6
Post by: mjn.mixael on July 26, 2012, 04:56:13 pm
if it can be fixed.. it's definitely a bug
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Davros on July 27, 2012, 06:12:03 am
the instructions say
"in order to leverage changes in the shader code since 3.6.12, these are to be used to over-ride the MediaVPs shaders (place in mediavps_3612/data/effects)"

the zip contains the  folder  Shaders-3.6.14_Jan-23
so I end up with f:\games\freespace2\mediavps_3612\data\effects\Shaders-3.6.14_Jan-23
yes ?
Title: Re: Release 3.6.14 Release Candidate 6
Post by: MatthTheGeek on July 27, 2012, 06:25:22 am
Nope. The shader files inside that folder should be directly in /effects/.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Davros on July 27, 2012, 07:28:54 am
I figured that out, but its not what the instructions say.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: MatthTheGeek on July 27, 2012, 07:31:42 am
It says you're supposed to put the shaders files in mediavps_3612/data/effects. It doesn't say you have to put the zip or any kind of folder in mediavps_3612/data/effects.
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Davros on July 27, 2012, 05:14:42 pm
It says place in mediavps_3612/data/effects (why would it say that when the tables folder goes in mediavps_3612/data/  and not mediavps_3612/data/effects)

when you are given a zip file and told to place it in effects I would assume that means place the contents of the zip file in effects or unzip the contents to effects
not open the zip file and place the contents of 1 sub-folder of the main folder into effects and the sub-folder other folder in data
Title: Re: Release 3.6.14 Release Candidate 6
Post by: jg18 on July 28, 2012, 02:14:07 am
the zip contains the  folder  Shaders-3.6.14_Jan-23
The .zip file does not contain that folder. It only has the data folder and the effects and tables subfolders within that. (Details below)

The program that you used to open the .zip file (Windows or 7-Zip or whatever) created the Shaders-3.6.14_Jan-23 folder and put the contents of the .zip file in it.

Code: [Select]
$ unzip -l Shaders-3.6.14_Jan-23.zip
Archive:  Shaders-3.6.14_Jan-23.zip
  Length     Date   Time    Name
 --------    ----   ----    ----
        0  01-05-12 10:17   data/
        0  01-05-12 10:18   data/effects/
     1267  07-01-11 11:15   data/effects/blur-f.sdr
      422  08-04-10 01:29   data/effects/brightpass-f.sdr
     7626  10-19-11 13:17   data/effects/main-f.sdr
     1345  01-23-12 11:08   data/effects/main-v.sdr
     3316  07-28-11 22:36   data/effects/post-f.sdr
      366  07-01-11 13:36   data/effects/post-v.sdr
        0  01-05-12 10:18   data/tables/
     1240  01-05-12 10:18   data/tables/post_processing.tbl
 --------                   -------
    15582                   10 files
Title: Re: Release 3.6.14 Release Candidate 6
Post by: Davros on July 28, 2012, 03:24:14 am
Ahh, that explains it somewhat, but still the tables folder should not be placed in effects it should go in data and the instructions dont say that