Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: diamondgeezer on September 14, 2003, 10:07:41 am
-
OK, so I'm wondering, just out of curiosity, what kind of proportion of the community can't get FS Open to work? I mean, those that complain do so quite loudly, and that's understandable given that the rest of us are playing highly uber-ised game nowadays. So yeah, there you go, have a vote why not.
-
you told you weren't interesting in this. :doubt:
I voted fish, despite of that, I don't know what do you mean under it.
It quits sometimes, sometimes when I am not playing FS_retail.
-
Originally posted by TopAce
you told you weren't interesting in this.
But then you pointed out that the SCP team might find it useful. And I had a few minutes to kill while my pizza cooked.
-
Never had any problems running it.
-
Doesn't work here... But that's no miracle with my compy :)
-
Originally posted by Lightspeed
Doesn't work here... But that's no miracle with my compy :)
ditto.
i do remember getting something around 3.4 to work.
but then i reformated and forgot to save that exe. and now, i really hate you guys for having spec maps and stuff.
-
It works fine on my machine. For those it doesn't work on - might I suggest they post their specs and at what point it all falls apart for them in this thread?
It might not be to useful right now, but if we're going to hit the widest possible audience with the SCP, we should make sure it works as universally as possible!
-
Version 3.4 is still up there, along with all the others. See http://fs2source.warpcore.org/exes/. As for spec maps, they can be disabled with the -nospec command line.
The only serious crash bug I know of is the double-Y press when targeting debris. Avoid that, and you should be fine.
-
Anyone who answers no should report a bug in bugzilla if they havent already done so.
http://fs2source.warpcore.org/bugzilla/index.cgi
Its come to my attension there are some people who have problems but dont report them properly, god knows how they expect us to fix them if we dont even know about them.
If you put a bug into bugzilla there will be a perminent record thats easy to find. And its much more likely something will get done about it.
Technically fs2_open should work on any system (except win95) and if it doesnt its likely to be a problem with the code which needs to be fixed.
-
Random, if you want to make a short post pointing out the bug reporting process and how it'd help people sort their troubles out - I can stick it up for you :)
-
Just so everyone knows, I don't think my -nospec command line parameter made it into 3.5.5
If someone can validate that for me, that'd be great
-
Originally posted by Kalfireth
Random, if you want to make a short post pointing out the bug reporting process and how it'd help people sort their troubles out - I can stick it up for you :)
Dont have time at the moment but thats a very good idea, anything that makes the process easier is good. Will do when I have a spare moment. :)
-
Originally posted by Lightspeed
Doesn't work here... But that's no miracle with my compy :)
Couldn't have said it better myself. :)
[EDIT]A thought.
How much of FSO, apart from the new sexps and flags, will really break compatability? Would it be possible to release some sort of stripped down FSO version, something that has none of the more complex codes that are likely to be causing the bugs and high system requirements, but maintains things like new sexps, flags and suchlike? Would this be a pain in the arse? If not, I think it could all but solve the compatibility issues with new camps and old comps - you'd have all the functionality of FSO, in a package that, hopefully, would be no more buggy or resource intensive than the original.
Keep in mind though, as a non coder, I could very well be talking out my arse here...:nervous:
-
Originally posted by Black Wolf
a pain in the arse?
:nod:
The biggest system-requirement monster is DX8, but we can't un-merge that.
As for general bugs, most of the features (such as specular stuff) can be disabled using command-line flags and such. Other bugs are due to random programmer errors that would show up in any version.
-
Originally posted by Kalfireth
It works fine on my machine. For those it doesn't work on - might I suggest they post their specs and at what point it all falls apart for them in this thread?
It might not be to useful right now, but if we're going to hit the widest possible audience with the SCP, we should make sure it works as universally as possible!
It messes from the start with me :p
From the pilot selection screen, everything is slown down, laggy, and there's an awful static noise. It just stops during the loading between two interface screens, everywhere else ( in-mission included ), it does that thing. Which makes the game completly unplayable :p.
-
It slows down quite a lot for me in hi-res, but I don't have any problems in low-res. It's something that began after the DX8 merge.
-
Until we sort of the rendering system it will be slow on DX8. Essentially we merged DX8 too soon. However if we hadnt merged it when we did it might not have ever happened because the code paths were diverging too much.
Lesser of two evils, we will sort this out, it just takes time because it is very complicated. Rush it and it will just be full of bugs.
-
Works fine for me, although as others have said, it has been somewhat slow since the DX8 merge. Still, I have been using this more or less exclusively over version 1.2.
I do sometimes get some strange lag effect with the mouse, however, where the cursor takes much longer than usual to react to the mouse movements. This comes up on game startup once in a while but gets fixed if I play a mission or restart the game.
-
Is that just DX8 that it happens in?
-
I did not notice it in the older DX5 versions anyway, except sometimes in multiplayer with 1.2.
-
Runs fine on my computer with most of the effects working (haven't tried some of the newer Bobbeau stuff). Too bad it goes rather slow even in lo-res mode.
*wants a brand new sparkling computer
-
Originally posted by CP5670
I did not notice it in the older DX5 versions anyway, except sometimes in multiplayer with 1.2.
Does it happen in OGL?
If not then it is a DX8 issue.
-
Works pretty much as it should (I think :nervous: ), but the latest version I tried (the one with shine mapping) runs really slowly, and the HUD flickers between it's normal colour, and almost invisibly transparent. How do I report on bugzilla? I'm running the previous one to that until I get it sorted.
PS. It could just be because this PC is full of my brother's crap...:doubt:
-
3.5.5 should have gotten rid of those bugs. Are you using Bobboau's earlier version?
-
yeah, I got it working just fine, found my disks too :D so I'm extatic! Anyway, I was wondering about the custom builds, I just run them with the launcher right? If no one answers I'll asume I'm right. Only one problem I've noted so far, but that might be user error, when I try to access the campain room with one of my chars it crashes or freezes randomly. And who would vote fish anyway?
-
I dont know if this counts, but if I make a level with Fred open (3.5.5) and save it as a Open level I can not play it with FSO (3.5.5). When I try to load it it just says that it cantload ths mission.
But if I save it as FS2 level it opens fine. :confused:
Oh and FSO works just fine, Looks great (!!!) and the only slowdown I see is in the ships hall where you load your game up at.
-
Originally posted by ubermetroid
I dont know if this counts, but if I make a level with Fred open (3.5.5) and save it as a Open level I can not play it with FSO (3.5.5). When I try to load it it just says that it cantload ths mission.
But if I save it as FS2 level it opens fine. :confused:
That's bizzare
the only slowdown I see is in the ships hall where you load your game up at.
That's quite common
-
Originally posted by diamondgeezer
That's quite common
Really? What causes it? And Can I fix that? It is really annoying to move my mouse at such a slow rate... :hopping:
-
Does it happen in OGL?
If not then it is a DX8 issue.
I just tried in under OGL a couple of times and didn't notice it right now, but as I said it is pretty sporadic. Let me try it some more and see...
Works pretty much as it should (I think ), but the latest version I tried (the one with shine mapping) runs really slowly, and the HUD flickers between it's normal colour, and almost invisibly transparent. How do I report on bugzilla? I'm running the previous one to that until I get it sorted.
That stuff was happening to me with Phreak's 8/30 version but went away when I tried the official release from the SCP website.
By the way, the build package from the website is missing the launcher app, which needs to be run at least once; someone might want to add that into the zip there.
-
Originally posted by ubermetroid
I dont know if this counts, but if I make a level with Fred open (3.5.5) and save it as a Open level I can not play it with FSO (3.5.5). When I try to load it it just says that it cantload ths mission.
But if I save it as FS2 level it opens fine. :confused:
Oh and FSO works just fine, Looks great (!!!) and the only slowdown I see is in the ships hall where you load your game up at.
Ok I take back what I was saying... I figured it out. The open levels now work and so does SCP.
3 problems though, the intro does not play (it says it will not open), if you press Y too much the game crashes, and some times it takes ALONG time for a shockwave to work (like 40-50 seconds from start to finish.)
Besides that it is great! I cant wait to test it out on my GFs computer (alot better then mine)
THX!!!!!! :D
-
Originally posted by ubermetroid
the intro does not play (it says it will not open),
FS_Open can't play the MVE files on the FS2 CD. Apparently Interplay owns the format and wouldn't let it be released with the source code. If you're desperate for the movies, Sarnie's been converting them to AVI, which will play in FS_Open's AVI player :nod:
if you press Y too much the game crashes,[/b]
Yah, everyone except me seems to get that bug
As for the shockwaves, did you put Bob's shockwave.pof file in to your models directory? This is a new 3D shockwave model rather than the old ANIs that FS2 uses, so it may well be slowing down an older box :nod:
-
huh, you don't get that targeting crash thing? lucky you; I just got screwed over twice more earlier today due to it, and it's happening so often now that I can actually finish a mission only about one out of three times. :p
-
The only thing I can think is that I bind that function to a stick button. Maybe therefore it's actually the Y key rather than the actual function that's the suspect for some bizarre reason?
-
Well I actually use the q key for that function, so it probably can't be that. A couple of times it has also happened with other keys as well (got it with ctrl yesterday when trying to fire missiles), although targeting seems to be the most frequent culprit.
-
Originally posted by diamondgeezer
FS_Open can't play the MVE files on the FS2 CD. Apparently Interplay owns the format and wouldn't let it be released with the source code. If you're desperate for the movies, Sarnie's been converting them to AVI, which will play in FS_Open's AVI player :nod:
Sarnie did the FS1 animations and "subtly" explained where to get the program he used. It was actually me who converted the FS2 ones. They're up on Fractux's server and the details on how to get and use them are in the technical section of my FAQ. :)
-
Originally posted by diamondgeezer
FS_Open can't play the MVE files on the FS2 CD. Apparently Interplay owns the format and wouldn't let it be released with the source code. If you're desperate for the movies, Sarnie's been converting them to AVI, which will play in FS_Open's AVI player :nod:
Does that mean that if I put a intro.avi file into the movie folder it will play it? And if I fred a movie to happen before or after a mission it just has to be a AVI file? I guess I could test this out but I will not be able to until I get home today...
Yah, everyone except me seems to get that bug
I get it even with I press the y button when it is mapped to my joystick.... I got around it by just not using the button anymore and the game does not crash.
As for the shockwaves, did you put Bob's shockwave.pof file in to your models directory? This is a new 3D shockwave model rather than the old ANIs that FS2 uses, so it may well be slowing down an older box :nod:
Shockwave.pof? I dont have that file, where to get it? I have the new warp.pof but the fs2_open354.vp does not have a shockwave.pof. And my computer is not THAT so (PIII 800 346ram TNT2) The shockwave is question just took FOREVER to finish. I was able to kill a Demon while it was going off. :confused:
-
Originally posted by ubermetroid
Does that mean that if I put a intro.avi file into the movie folder it will play it? And if I fred a movie to happen before or after a mission it just has to be a AVI file? I guess I could test this out but I will not be able to until I get home today...
Almost but not quite. The avi has to be in your main FS2 folder. It won't play anywhere else. Apart from that you're correct.
-
It should also work in data/movies.
-
Originally posted by Goober5000
It should also work in data/movies.
It should, but it does not... The intro does play, actually I Downloaded the Colossus.avi and renamed it intro.avi and now that plays for the intro (but it needs to be in the Freespace2 folder not in data/movies). 1 last problem is that if I go into the cut screen option in the tech room I can't play the video. :(
-
Must remember to add this to the FAQ.
You need this file to play stuff in the tech room.
Click me (http://homepage.ntlworld.com/karajorma/freespace/Downloads/cutscenes.zip)
It will only work with cutscenes you've actually scene in the campaign as avi's though.
Originally posted by Goober5000
It should also work in data/movies.
He's right. It should but it doesn't. When I first converted the avi's I was going mad trying to figure out why they weren't working.
Fortunately I was the guy who tested for RT when he originally wrote the movie code and I dimly remembered him telling me that it only worked if the movie was in the main FS2 folder so I tried that and they suddenly started working.