Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: chief1983 on January 31, 2013, 11:52:45 pm
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Welcome to Zombocom! I mean, welcome to the release of 3.6.16 final! This is based on revision 9518. Enjoy!
Previous 3.6.14 Release Thread (http://www.hard-light.net/forums/index.php?topic=82648.0)
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) (Mirror (http://swc.fs2downloads.com/builds/scptrackir.zip)) (Mirror (http://scp.fsmods.net/builds/scptrackir.zip)) (Mirror (http://scp.indiegames.us/builds/scptrackir.zip))
Launchers, if you don't have one already:
All platforms: wxLauncher (http://www.hard-light.net/forums/index.php?topic=67950.0) (ongoing project for a unified launcher)
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.
Known issues:
- Difficulty-based damage scaling does not work (see 2788 (http://scp.indiegames.us/mantis/view.php?id=2788)) - patch is in trunk, will release an updated build soon.
- The now-standard Inferno builds have trouble converting retail pilots. You might experience crashes. Post logs.
- See the list of Fix for next release (http://scp.indiegames.us/mantis/search.php?project_id=1&status_id%5B%5D=10&status_id%5B%5D=20&status_id%5B%5D=30&status_id%5B%5D=40&status_id%5B%5D=50&priority_id%5B%5D=40&priority_id%5B%5D=50&priority_id%5B%5D=60&sticky_issues=on&sortby=last_updated&dir=DESC&per_page=200&hide_status_id=-2) bugs - mark a bug as an elevated priority (high, urgent, immediate) to get it included in that filter.
- Here is the filter for Target 3.6.16 (http://scp.indiegames.us/mantis/search.php?project_id=1&status_id%5B%5D=10&status_id%5B%5D=20&status_id%5B%5D=30&status_id%5B%5D=40&status_id%5B%5D=50&sticky_issues=on&target_version=3.6.16&sortby=last_updated&dir=DESC&hide_status_id=-2) bugs.
(http://scp.indiegames.us/img/windows-icon.png) WINDOWS Builds
Compiled on MSVC 2008
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_16.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_16.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_16.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_16.zip))
This one is based on the SSE2 Optimizations from the MSVC Compiler.
MD5: f438c174e47ff5746e9fe16f109ca41b
fs2_open_3_6_16_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_16_SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_16_SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_16_SSE.zip))
This one is based on the SSE Optimizations from the MSVC Compiler.
MD5: ae8ab50259e30a342a2f6b6790d9185c
fs2_open_3_6_16_NO-SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_16_NO-SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_16_NO-SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_16_NO-SSE.zip))
MD5: 801358ee0cdaf85a23e5affccaed62bc
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
Compiled on Xcode 3.2.6
Inferno Build
FS2_Open-3.6.16.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.16.dmg) (Mirror (http://scp.fsmods.net/builds/OSX/FS2_Open-3.6.16.dmg)) (Mirror (http://scp.indiegames.us/builds/OSX/FS2_Open-3.6.16.dmg))
MD5: 6c0450fc48fde5c82ee1975aa500b19f
(http://scp.indiegames.us/img/linux-icon.png) LINUX Builds
Compiled on Ubuntu 12.04 LTS 32bit
Inferno Build
fs2_open_3.6.16.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3.6.16.tar.bz2) (Mirror (http://scp.fsmods.net/builds/LINUX/fs2_open_3.6.16.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/LINUX/fs2_open_3.6.16.tar.bz2))
MD5: b12571214ceee83720aed9227f9fb8ba
(http://scp.indiegames.us/img/freebsd-icon.png) FREEBSD Builds (experimental, limited support)
Compiled on GhostBSD LXDE 3.0 RC2 32bit
Inferno Build
fs2_open_3.6.16.tar.bz2 (http://swc.fs2downloads.com/builds/FREEBSD/fs2_open_3.6.16.tar.bz2) (Mirror (http://scp.fsmods.net/builds/FREEBSD/fs2_open_3.6.16.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/FREEBSD/fs2_open_3.6.16.tar.bz2))
MD5: 6c62b48bc1b97c6b7617f76b8e62c7af
Source Code Export
fs2_open_3_6_16_src.tgz (http://swc.fs2downloads.com/builds/fs2_open_3_6_16_src.tgz) (Mirror (http://scp.fsmods.net/builds/fs2_open_3_6_16_src.tgz)) (Mirror (http://scp.indiegames.us/builds/fs2_open_3_6_16_src.tgz))
MD5: de235c178b8643da5bbecf6765c987d3
Changelog since RC1:
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r9480 | niffiwan | 2013-01-03 00:57:53 -0600 (Thu, 03 Jan 2013) | 1 line
Workaround for mantis 2760: re-order struct shield_hit_info to avoid segfault with gcc & -ftree-vectorize
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r9484 | niffiwan | 2013-01-05 22:14:01 -0600 (Sat, 05 Jan 2013) | 1 line
Autotools: check for alternate libpng package name (specifically for opensuse)
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r9485 | niffiwan | 2013-01-05 23:03:33 -0600 (Sat, 05 Jan 2013) | 1 line
autotools: remove extra -lpng that will break compiles if libpng12 is being used
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r9486 | chief1983 | 2013-01-06 13:24:49 -0600 (Sun, 06 Jan 2013) | 1 line
Change output filenames to match those used for 3.6.14 releases.
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r9488 | Goober5000 | 2013-01-06 21:31:46 -0600 (Sun, 06 Jan 2013) | 2 lines
FUBAR's fix for Mantis #2770
see http://www.hard-light.net/forums/index.php?topic=83122.0
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r9489 | Goober5000 | 2013-01-06 22:07:28 -0600 (Sun, 06 Jan 2013) | 1 line
strncpy_s wasn't specified quite right (Mantis #2765)
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r9490 | Goober5000 | 2013-01-06 22:35:36 -0600 (Sun, 06 Jan 2013) | 1 line
change from 1 meter to 0.1 meter
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r9491 | Echelon9 | 2013-01-07 08:20:24 -0600 (Mon, 07 Jan 2013) | 1 line
Updated Mac Xcode 4 project for the 3.6.16 RC phase
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r9492 | chief1983 | 2013-01-07 10:33:42 -0600 (Mon, 07 Jan 2013) | 1 line
Reverting 9491.
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r9493 | Goober5000 | 2013-01-07 17:33:49 -0600 (Mon, 07 Jan 2013) | 2 lines
jg18's patch -- don't do irrelevant stuff when we're only querying for flags
see http://www.hard-light.net/forums/index.php?topic=83315.0
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r9494 | Goober5000 | 2013-01-07 19:44:48 -0600 (Mon, 07 Jan 2013) | 1 line
MSVC6 compatibility
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r9495 | Goober5000 | 2013-01-07 19:56:54 -0600 (Mon, 07 Jan 2013) | 1 line
add files to project
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r9498 | Goober5000 | 2013-01-12 16:34:30 -0600 (Sat, 12 Jan 2013) | 1 line
FUBAR's fix for #2779 -- don't crash when launching asteroids
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r9499 | Goober5000 | 2013-01-12 18:05:21 -0600 (Sat, 12 Jan 2013) | 1 line
FUBAR's changes for Mantis #2775, plus the addition of the asteroid model
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r9500 | Goober5000 | 2013-01-12 21:03:25 -0600 (Sat, 12 Jan 2013) | 1 line
for Mantis #2097, straighten out the departure code so that goals to warp cause warping, and comm departures use whatever departure method is specified
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r9501 | Goober5000 | 2013-01-12 21:55:09 -0600 (Sat, 12 Jan 2013) | 1 line
wing departure now works
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r9502 | Goober5000 | 2013-01-13 03:28:28 -0600 (Sun, 13 Jan 2013) | 2 lines
return special_hitpoints to using a specific value instead of a multiplier;
this was extensively tested in both single-player and multiplayer, using change-ship-class and changing ship loadout, against ships both higher and lower in hitpoints, to ensure it didn't re-break Mantis #2326
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r9503 | Goober5000 | 2013-01-13 03:50:08 -0600 (Sun, 13 Jan 2013) | 1 line
onlyjob's spelling fixes, per Mantis #2777
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r9505 | Goober5000 | 2013-01-16 01:13:47 -0600 (Wed, 16 Jan 2013) | 1 line
tell who is respawning
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r9506 | m_m | 2013-01-19 07:06:51 -0600 (Sat, 19 Jan 2013) | 1 line
Fix for Mantis 2763: ETS gauge showing up for ships with no shields if default ship had shields
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r9508 | niffiwan | 2013-01-22 03:57:29 -0600 (Tue, 22 Jan 2013) | 1 line
Fix for mantis 2776: from onlyjob, fix format-hardening error
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r9510 | The_E | 2013-01-26 17:37:25 -0600 (Sat, 26 Jan 2013) | 2 lines
Prevent the hud-set-frame sexp from accidentally causing badness by setting an invalid frame offset
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r9512 | Goober5000 | 2013-01-27 04:28:35 -0600 (Sun, 27 Jan 2013) | 2 lines
apply m!m's fix for Mantis #2780
also correct the off-by-one error in the range check (path_num must < n_paths, not <=)
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r9513 | Goober5000 | 2013-01-27 04:29:19 -0600 (Sun, 27 Jan 2013) | 1 line
flip these around so that they're less confusing
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r9514 | Goober5000 | 2013-01-27 04:29:39 -0600 (Sun, 27 Jan 2013) | 1 line
correct the sexp help for string-to-int
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r9515 | Goober5000 | 2013-01-30 00:56:46 -0600 (Wed, 30 Jan 2013) | 1 line
this ought to fix Mantis #2326
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r9516 | Goober5000 | 2013-01-30 02:08:53 -0600 (Wed, 30 Jan 2013) | 2 lines
no, silly Volition programmer, that's handled elsewhere
(fix Mantis #2783)
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So beautiful yes.
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awesome work guys
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that was quick.
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Wow, a single RC - that must be a record :eek: Congrats!
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Wow that was amazingly fast.
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And here's some more Linux builds (https://build.opensuse.org/package/show?package=fs2open3616&project=home%3Aniffiwan) for different distros (32/64bit Intel architecture only).
- To install, click the 'Download Package' link, select your OS and follow the instructions
- RPMs install to /usr/bin, DEBs install to /usr/games/bin (eh - I just did what lintian recommended)
- If you use wxlauncher, copy or link the binaries to your FSO/TC game folder so it can find them
Any feedback is appreciated! :D
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I think this shows how careful you guys are when adding features these days. Good job. :yes: :yes:
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Actually, the whole point this time was that no features were really added to trunk between 3.6.14 and 3.6.16, we merely bug fixed what was already in trunk already that wasn't in the last release.
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Great news. I wish I had more time for FS these days...
Anyway, now that we're at 3.6.16, what are the plans for the immediate future? Will we see Antipodes 8 integrated?
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That's the next thing we're working on.
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Is that the one with deferred lighting?
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I thought that was new pilot code (http://www.hard-light.net/forums/index.php?topic=73257.0).
So, um, any bets on what the last version number of 2013 will be? Five bucks says it might be 3.6.22. (unless there's reason to go 3.7...)
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3.7 is the new pilot code
Someone tell me if BP works on these builds with the deferred lighting stuff commented out, I'm away from PC
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no. here is the crash dump from the debug build
bp-shp.tbm(line 222):
Error: Required token = [#End], [$Subsystem:], [$Name], or [$Template], found [$Glowpoint overrides: ( "red_glow_10:1,2" )].
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_16_DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_16_DEBUG.exe! Error + 229 bytes
fs2_open_3_6_16_DEBUG.exe! error_display + 369 bytes
fs2_open_3_6_16_DEBUG.exe! required_string_4 + 388 bytes
fs2_open_3_6_16_DEBUG.exe! parse_ship_values + 22940 bytes
fs2_open_3_6_16_DEBUG.exe! parse_ship + 1013 bytes
fs2_open_3_6_16_DEBUG.exe! parse_shiptbl + 374 bytes
fs2_open_3_6_16_DEBUG.exe! parse_modular_table + 267 bytes
fs2_open_3_6_16_DEBUG.exe! ship_init + 578 bytes
fs2_open_3_6_16_DEBUG.exe! game_init + 1686 bytes
fs2_open_3_6_16_DEBUG.exe! game_main + 519 bytes
fs2_open_3_6_16_DEBUG.exe! WinMain + 330 bytes
fs2_open_3_6_16_DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_16_DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
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I said with the deferred lighting stuff commented out :p
Don't worry about it though, not your problem!
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oh. i thought you were saying these builds had the deferred lighting commented out, and therefore might work.
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I said with the deferred lighting stuff commented out :p
Don't worry about it though, not your problem!
Battuta, we're also using the new mainhall stuff from Antipodes. Even with the deferred render stuff commented out, WiH is NOT, and will never really be, compatible with .16.
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Wait, so if I upgrade, I can't play Blue Planet? What other campaigns are affected by this?
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You cannot play Blue Planet with these builds because BP uses features that will be in _future_ builds. Other campaigns and mods are unaffected by this.
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Just stick with the BP builds when playing Blue Planet, use this for other stuff.
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That, or use BP builds for everything, like I do. Going from BP builds to 3.6.16 could actually be considered a downgrade. :) They're usually pretty stable (and if they aren't they're quickly fixed).
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Congratulations all involved. :yes:
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That, or use BP builds for everything, like I do. Going from BP builds to 3.6.16 could actually be considered a downgrade. :) They're usually pretty stable (and if they aren't they're quickly fixed).
Bad idea, if you want to see next engine releases reasonably soon. Use various compatible test builds whenever possible and report encountered bugs. Shiny stuff is not the most important stuff :nono:
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While I do agree the BP builds at least provide good testing for the 3.7 pilot code.
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I've been playing through a bunch of stuff with this release build, and it (like the RC) seems very stable. I can't really quantify how much more stable, but I haven't run into any problems that weren't my own mod data. :yes:
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Speaking as a layman who has no idea about SCP's inner workings, I like this. Very much.
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And here's some more Linux builds (https://build.opensuse.org/package/show?package=fs2open3616&project=home%3Aniffiwan) for different distros (32/64bit Intel architecture only).
- To install, click the 'Download Package' link, select your OS and follow the instructions
- RPMs install to /usr/bin, DEBs install to /usr/games/bin (eh - I just did what lintian recommended)
- If you use wxlauncher, copy or link the binaries to your FSO/TC game folder so it can find them
Any feedback is appreciated! :D
Very good! Will try to check these out.
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While I do agree the BP builds at least provide good testing for the 3.7 pilot code.
The nightly builds will soon enough have that feature in them, in the mean time we are still finding regressions in this release so testing the knightlies is still better.
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I would just like to say: THANK YOU FOR COMPILING IT IN VC2008 AND NOT 2010 <3 <3 <3
You have made a Win2k user very happy :D
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Glad you appreciate it. :) We also support VC2005 and VC6, though I haven't posted builds compiled under those environments. I suppose I should.
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I don't think VC6 works any more; I was trying to patch and compile a BP exe that worked on mine but there is a dependency in globalincs/vmallocator.h for an STL component that VC6 doesn't support (hash_map).
Going to try and find my 2005 Express Edition CD (Although that depends on me finding the ancient Learning Visual C++ book it was attached to :lol: ) and try that next! That at least should support hash_map.
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Yeah, hash_map isn't provided in the base VC6 library, I forgot to mention that. On my list of things to do is to add a substitute from STLport. That's currently the only thing that prevents full compatibilty.
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VC6 works on 3.6.16, the BP patch is what is breaking compatibility I believe.
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What is the current media VP version? I'm running version 3.6.12 at the moment, but as that's 2 versions behind the current build, maybe I've missed an update?
If there's a media package above 3.6.12, can someone chuck a link up for me please?
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No, the current mediavp version is the 3.6.12
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Milestone achieved, congrats.
Why is it good that FS2 was compiled on VC2008 and not VC2010? and why you're looking to compile on older VC versions?
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Why is it good that FS2 was compiled on VC2008 and not VC2010? and why you're looking to compile on older VC versions?
The answer to that question was in the post you are referencing. VS2010 and later can only make executables for Windows XP and later versions, but since some people still use older versions of Windows, they have to resort to using older compilers to make compatible executables.
(The problem with this, as evidenced here, is that those same compilers are not compatible with some of the newer C++ language features like std::hash_map that newer code uses).
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Oh OK, thanks, I didn't know some people here still use Win 2K or older, anyway Win 2K is the oldest Windows that actually is worth using, maybe even supporting. I'd recommend to those users that you use old Windows for older system not for newer ones for some dumb romantic reasons, besides support hardware parts are not manufactured anymore so, move on.
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"older" versions of Windows?
Madness!
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Madness? this is Winspartaaaaa!!!!
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Aren't code optimization being lost for not using VC2010 or newer? And I support the idea of having several VC compilings, but that would mean ever increasing diverging source code forks? it'd be easy or hard to maintain that forking?
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No, no and no.
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Hi, I would like to thank all the people who created and offered FreeSpace Open. I bought my copy of FreeSpace 2 in 2001 and liked it very much since then. A really impressive and excellent game to me that I enjoyed to play a lot of times over the years. To my regret I was not able to get it running under Windows 7. :( But this has changed now thanks to you with FreeSpace Open. I am really happy that I am able to play it again. And it's great to explore your improvements and additions all the time. And based on what I've found out so far there could be a lot to explore for me. I'm looking forward to it. So, thank you very much again. :)
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Be sure to get the newer 3.6.18 release, this one had a pretty nasty damage bug.
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@chief1983: Thanks for the hint. I've got it now.