Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: RandomTiger on January 18, 2004, 08:23:14 pm
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Wow, I cant remember the last time I even posted in this forum...
Anyway heres a beta exe for you that I've been working on. I'm hoping you guys, since you know an lot more about it than I do, will be interested enough to test it out. Try loading your biggest craziest missions etc. Please note the following:
1. Please report any bugs to our new bug system 'Mantis'. http://mgo.maxgaming.net/mantis/login_page.php
2. Graphical text is not working, this is a known bug, coordinates and ship info will not display in the main window. Please dont report this as a bug
3. This uses the OGL engine Phreak put together for us, if you have any problems with OGL fs2_open you will likely have the same problem with OGL Fred. Please note this when reporting it.
4. Please try not to report any generic Fred bugs as OGL Fred bugs. If you can, check any problems you have dont happen with the current Fred2_open.
5. This, for the moment is non htl OGL so it will still be slow if lots of ships are around. Hopefully it might be a wee bit faster though.
So after the text issue is sorted it (I think) will be fairly finished asside from any bugs you guys find, how long it takes to sort that out depends on how much help I get from you guys.
http://mysite.freeserve.com/thomaswhittaker/c_code/freespace/fred2_open_ogl_d.rar
The result of a successful Fred2 OGL port will be hopefully a better Fred for you guys and freedom for coders to make big changes to fs2_open.
- RT
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Neat - maybe this won't crash like the other fred open builds I've been using.
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see da siggy, i'm no FREDder
i can get it to run, open a file, show a model, and i think i figured out some camera controlls. mouse movement and menus are fine, movement of the camera, and drawing a selection box is laggy. if you want my system specs, here they are more info can be provided:
P3 800
192MB SDRAM
win98SE
RIVA TNT2 16MB
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Originally posted by aldo_14
Neat - maybe this won't crash like the other fred open builds I've been using.
Its based on the same code it it will probably act the same.
THanks for the test kasperl, when you say laggy, is it *more* laggy than a non OGL version of fred?
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Voila your new FRED_OGL category in Mantis. ;)
Administrating Mantis is very straightforward, RT. If you need anything else like this, just shoot me an email.
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Originally posted by RandomTiger
Its based on the same code it it will probably act the same.
THanks for the test kasperl, when you say laggy, is it *more* laggy than a non OGL version of fred?
i never used FRED open before, and i haven't got another versionhandy, but i remember FRED vanilla going rather smooth. but, i just remembered i had kazaa running in the background. i'll test again.
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Giving me a whole bunch of apparently random errors
Warning: Unable to find WEAPON_LIST_TYPE string "Flail"
in ship: GTF Ulysses's primary banks.
Warning: ships.tbl(2749):
Error: Required token = [$Power Output:], found [$Shields: 0]
in ship: GTDR Amazon Advanced.
Warning: ships.tbl(3744):
Error: Required token = [$POF file:], found [+Tech Description:]
in ship: GTSG Mjolnir.
etc.
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I don't know code, but it looks like it's looking for a specific tag on a specific, probably numbered, line... I hope it doesn't need to be so strict, as to have one too many "returns" in the table would throw it all out of order... :blah:
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Originally posted by RandomTiger
Its based on the same code it it will probably act the same.
I had hoped it was a problem with the renderer, which openGL might have fixed (because I'm guessing original fred is directX or software - is it?).... but my machine basically froze and died, as per bloody usual.
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Originally posted by Goober5000
Voila your new FRED_OGL category in Mantis. ;)
Thanks Goob.
kasperl, keep me up to date on what you find.
aldo_14, what are your system specs? I take it you arent getting an error before it freezes? The original is software, if it was DX then there wouldnt be a need to do this.
Black Wolf, I dont want to be mean but I know nothing about the inner workings of Fred, tables, sexps and all that stuff. I'm just here to upgrade the graphics. Sounds like a data error to me, if you think not could you see if the same thing happens if you run a non OGL version of Fred?
Everyone: I could really do with a regular fred2_open user having a look at this for me.
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Originally posted by kasperl
RIVA TNT2 16MB
Hurrah!
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Originally posted by RandomTiger
Thanks Goob.
aldo_14, what are your system specs? I take it you arent getting an error before it freezes? The original is software, if it was DX then there wouldnt be a need to do this.
Athlon XP2400+, Abit KF7-S mobo, 512MB RAM (runningat DDR266), GF FX5600, graphics card drivers are the latest ones.
I do get an error message - basically the standard windows 2000 warning... IIRC 'fred2_open.cpp has caused an error and is being shut down' type thing. Happens with all versions of FRED, albeit normally the computer doesn't freeze - the normal effect is that it take s a while to kill the fred2.exe, which keeps on gobbling up memory until it crashes.
I think it's solely down to my Pc, not the code.... I've been having persistant problems with multiple apps since updating windows.
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Originally posted by aldo_14
Happens with all versions of FRED, albeit normally the computer doesn't freeze - the normal effect is that it take s a while to kill the fred2.exe, which keeps on gobbling up memory until it crashes.
So you can load it OK?
How does it perform asside from the quitting?
I'll see if I can find any memory leaks while Im working in there, thats the kind of thing that causes the problems you are talking about.
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Originally posted by RandomTiger
Black Wolf, I dont want to be mean but I know nothing about the inner workings of Fred, tables, sexps and all that stuff. I'm just here to upgrade the graphics. Sounds like a data error to me, if you think not could you see if the same thing happens if you run a non OGL version of Fred?
It works fine on normal FRED Open. And yes, I am using mods, but again, these work perfectly well on standard FRED Open, so I'm not really too sure what could be causing it...
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Originally posted by RandomTiger
So you can load it OK?
How does it perform asside from the quitting?
I'll see if I can find any memory leaks while Im working in there, thats the kind of thing that causes the problems you are talking about.
No, it crashes on load, but it takes about 30 secs to actually close the exe down.
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it crashes when laoding a mission with a ship that can;t be found.
i just found out, it's the mission i opened, it has some huge thing in it, it looks like a hecate now i look at it, but the lighting is waay of. i haven't got a clue who made it or where it is from, so i am no sure if i can give it out.
and when i try to open the briefing editor, it gives me an illegal operation. this time i only had FRED, a windows exploreer window and mIRC running.
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Originally posted by Black Wolf
It works fine on normal FRED Open. And yes, I am using mods, but again, these work perfectly well on standard FRED Open, so I'm not really too sure what could be causing it...
Actually I've just realised, it could just actually be because its a debug release, they are a lot more picky about table mistakes. I will try to post a release version for you.
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I tried it with an unmoddified version of FS2 and got this error on exit.
Error: Unable to swap buffers
Error code: 0
File:h:\projects\freespace\scp\fred_upgrade\code\graphics\gropengl.cpp
Line: 1489
Call stack:
------------------------------------------------------------------
fred2_open_ogl_d.exe 0060e944()
fred2_open_ogl_d.exe 004c4641()
fred2_open_ogl_d.exe 004440d4()
fred2_open_ogl_d.exe 0088def4()
fred2_open_ogl_d.exe 0088d7f4()
fred2_open_ogl_d.exe 0088b399()
fred2_open_ogl_d.exe 0088b835()
USER32.dll 77d43a50()
USER32.dll 77d43b1f()
USER32.dll 77d45b2c()
USER32.dll 77d45b4b()
OPENGL32.dll 5ed22ccf()
USER32.dll 77d43a50()
USER32.dll 77d43b1f()
USER32.dll 77d444f5()
------------------------------------------------------------------
It did seem to actually work though. I only got the problem on exit.
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OK, heres a release version:
http://mysite.freeserve.com/thomaswhittaker/c_code/freespace/fred2_open_r.rar
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Originally posted by karajorma
It did seem to actually work though. I only got the problem on exit.
Thanks sounds like its trying to draw during the showdown process which is always a bad idea, I get onto that, with any luck thats whats causing aldo's problem.
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Originally posted by RandomTiger
Actually I've just realised, it could just actually be because its a debug release, they are a lot more picky about table mistakes. I will try to post a release version for you.
Good call. Yes, BW, you'll want to fix those if that's the case... normal FRED might work fine but you might get an unexpected error somewhere.
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I gave the release build a try and at first it even seemed to load faster. Also, when I loaded a mission, some of the models looked smoother at great distance. When I started to zoom in, I got the occasional hang during zoom. I closed in on a Cain and got this wierd effect:
(http://www3.sympatico.ca/daniel.topps/FredOGL-Screen.jpg)
I thought I'd make a couple of changes to some of the ships' properties and during a pan, the thing froze up. I let it sit for about 20 seconds before ctrl-alt-del-ing it and shut the program down.
GF2 MX 32MB AGP nVidia drivers v12.41
WinME
On another note, take a look at the name of the mission and you can get a sence of what I was trying to make. ;)
Later!
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Mine doesn't default to drawing ships, it default to the green circle thing for the Ulysses. about one second after starting, it CTD'd without error.
I'm going to try and turn ship models on in Fred2Open and the try FredGL....
Hmmmm that fixed that problem.... I notice all the motion speeds etc are reset to originals as well....
Ok, with a little tweaking, mine seems to be operating no problem, drop down menus etc work fine and I don't get any texture blurring. Theres a tiny bit of stutter as you rotate with large objects on screen, but I think this is partly to do with the 'step' increment in motion speed.
I'll put together a small mission or something and see whether there are any longer term problems.....
Flipside :D
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Originally posted by Trivial Psychic
I thought I'd make a couple of changes to some of the ships' properties and during a pan, the thing froze up. I let it sit for about 20 seconds before ctrl-alt-del-ing it and shut the program down.
Trivial Psychic, could you try recreating that with the debug exe?
It might give a file and number.
Flipside, for some reason different fred exes knock your view options back to default.
Thanks for helping out
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(http://www.penguinbomb.com/lightspeed/SCPTest/SCPfred.jpg)
Oh boy, this is amazing!
Spec mapping in FRED :eek2:
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It might be an idea for me to make that optional so it doesnt hurt low spec systems.
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Ok, one slight problem to report so far.
At the moment, it crashes when it tries to load a model with a 1024 x 1024 JPG texture. The old Fred used to simply not display the texture.
It may be that you simply have made provision for JPG's and not implemented the code yet, after all, it is a Beta, but I'll put it on Mantis once I've tested it with a few more Jpegged models.
Flipside :D
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I've been wanting this for a long time; I just tried it out and it works very well. The only problem I noticed is that the shine effect seems to be too strong, even more so than it is ingame. Can you upload it as a release version as well? The debug one doesn't like my table mods for some reason.
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I tried the R version. I get the same error only this time clicking OK doesn't work and I end up having to give it the three finger salute to get it to go away.
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Ok, got it, JPG support is not included yet, it's just the debugger throwing up errors, the 'r' version works identically to the original, behaviour wise, which is what is of most importance.
I am also becoming more and more convinced that the apparent jerkiness is because the thing is running faster. The speed mulitpliers don't actually speed things up, they just multiply the units, so at x10, things start to look jerky, this didn't hurt in Fred2, because you learnt the art of judging how long to hold the rotate key down.
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I tried the R version. I get the same error only this time clicking OK doesn't work and I end up having to give it the three finger salute to get it to go away.
whoops, I didn't see that he had posted a release version later on. Should have read the whole thread before posting. :p
Anyway, that release version seems to work perfectly with my tables. It does go somewhat slow when there are multiple large ships on screen (putting in three typhons made it very choppy), much slower than it does in the game, but seems to work well in most situations. The only other thing I noticed is the excessive shine effect that I mentioned earlier.
the apparent jerkiness is because the thing is running faster
You could be right about that; I remember seeing a similar effect in Ballistics (a futuristic arcade racing game), where the game seems to go choppy even at 70fps when you reach high speeds.
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Sweet!!!!!!!!!!:D :D ;)
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R Version is very nice, and works fine wit the new tables, though the abscence of Ship info may make it a bit hard to use for awhile.
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Blackwolf's errors in the beginning of this thread are parseing errors, even though they seem to work, you should try and fix them all, some of them cause things to silently not work. I went through a great deal of work to make those errors a lot more usefull (the
Warning: Unable to find WEAPON_LIST_TYPE string "Flail"
in ship: GTF Ulysses's primary banks.
used to just be
Warning: Unable to find WEAPON_LIST_TYPE string "Flail"
for example)
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It did actually spot two errors in my ships.tbl that I had not noticed before; I had forgotten a quotation mark in one of the allowed pbanks listings and written Infryno instead of Infyrno in another place. :p However, it was giving some strange errors as well. I remember seeing this one about the sum of a ship's subsystem strengths exceeding that of the ship itself; I think I did that for gameplay balance somewhere and although it does not make sense, I wouldn't really classify it as an error, especially since it is very unlikely that anyone will actually notice unless the tables themselves are examined. :D There was also one about it being necessary to end a ship entry with the score, subsystem info (I had a $Stealth entry at the end of a ship that had no subsystems) or #End, but #End is not a valid one and the release version doesn't like to see that there.
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Do you have any plans in making a OpenGL version for the FS exe?
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Phreak did that agos ago :)
That what the Fred OGL code is based on.
Look the the video options in the launcher, OGL is there!
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Yes its there...but it dosn't realy work...well at last not for me.
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(subsystem thing)
aparently it has the potenal to cause a divide by zero error, at least that's what Goob said
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Originally posted by gevatter Lars
Yes its there...but it dosn't realy work...well at last not for me.
File a bug in mantis with full details and hopefully it will get fixed.
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Originally posted by CP5670
However, it was giving some strange errors as well. I remember seeing this one about the sum of a ship's subsystem strengths exceeding that of the ship itself; I think I did that for gameplay balance somewhere and although it does not make sense, I wouldn't really classify it as an error, especially since it is very unlikely that anyone will actually notice unless the tables themselves are examined. :D
Flipside posted a few times that the same thing was causing assertion errors in the debug version of FS2_open. He was also getting crashes in the non-debug version which were probably related to the same problem so although FS2 may have been able to handle this I don't think FS2_open can.
Which makes it a good thing if it's reported as a bug :D
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OK, I've uploaded updates for debug and release.
It should display text now.
http://mysite.freeserve.com/thomaswhittaker/c_code/freespace/fred2_open_ogl_d.rar
http://mysite.freeserve.com/thomaswhittaker/c_code/freespace/fred2_open_r.rar
Summery of problems:
Bug 1: aldo_14, freeze on startup
Bug 2: karajorma, error on exit
Bug 3: Trivial Psychic, cain zoom distortion
Bug 4: freeze on property change
I'll put together a new debug exe to try and give some feedback on 1 and 2
Trivial Psychic, do you experience any problems like 3 in fs2_open OGL? Also could you try and replicate 4 with a debug Fred OGL
List of (realistic) wants:
1. HTL version
2. Ability to turn specular and glowpoints off
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I know you probs already have this in mind, but can I add .jpg and .tga support to that list please?
The new version runs fine on my setup as always :)
One thought, while HTL would be great, surely anyone with a card capable of supporting it will run fast enough not to need it in a mission editor?
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Originally posted by Flipside
I know you probs already have this in mind, but can I add .jpg and .tga support to that list please?
As yes, it needs detection support as well as display yes?
One thought, while HTL would be great, surely anyone with a card capable of supporting it will run fast enough not to need it in a mission editor?
HTL runs faster for everyone, it takes a different codepath were all 3D objects are batched. It shouldnt be too hard, all the code is already there. It would be nice for people with slow machines or large complex scenes. Also at some point we may want to get rid of the non htl code path meaning FRED would have to become HTL as well.
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RT, those latest links bottom out about 1/4 of the way through download and give me an incomplete archive. :(
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Originally posted by RandomTiger
Bug 1: aldo_14, freeze on startup
I'd gave even odds this is a system and not a code problem, though - so don't go nuts unless someone lese has the same thing.
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sorry, just the relase link does it
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Originally posted by RandomTiger
As yes, it needs detection support as well as display yes?
Yes, the loading errors were thrown up by the debugger, simply cos it couldn't find the PCX, but it doesn't actually see jpgs at all if they are there, even to tell me it can't read them, so I suspect it would need both.
As for the HT&L I understand now, thanks :)
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ATTENTION EVERYONE
CP, Black Wolf, and others, this means you. :nod:
If you run the debug EXE and you get table errors, you really should fix your tables. If you continue to play FS2 with incorrectly formatted tables, you will experience problems. They may be noticeable (e.g. a crash) or they may be silent, but they will be there. :drevil: The reason the error messages are there is to let you know that your stuff needs fixing.
Examples:
* The issue with the subsystems being more than the hull: This has the potential to cause a divide-by-0 error or to throw a bunch of negative numbers into certain mission-critical calculations.
* The issue with FRED not liking the lack of subsystems: Every ship should have a subsystem, even if it's just "Pilot". (Cargo containers and navbuoys might be exceptions... I'd have to check.)
* The issue with the missing weapon on the loadout: At minimum, you'd have a mission where you couldn't select the Flail, which may or may not be noticed.
* And so forth. The recent FS Port crashes were caused by assigning sound indexes that were out of range of the possible values. Running debug builds is helpful to catch these things. :nod:
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RT
This new build is more stable (hasn't crashed yet), but the texture thing is still occuring. I had a bit more time to look around and grabbed a couple more screens. Note: I'm using the release build, not the debug build.
(http://www3.sympatico.ca/daniel.topps/FredOGL-Screen2.jpg)
(http://www3.sympatico.ca/daniel.topps/FredOGL-Screen3.jpg)
For the cruiser, the same effect didn't happen with any Fenris, as with this Leviathan. Now this is the Leviathan from the Port, so there may have been some skin differences that are causing this.
later!
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I'm still getting the same error on exit too.
Error: Unable to swap buffers
Error code: 0
File:H:\projects\Freespace\scp\fred_upgrade\code\Graphics\GrOpenGL.cpp
Line: 1489
The I get a windows error reporting window appear and only when I okay that the debug spew goes away.
The Non-debug version still requires a CTRL-ALT-DEL to get rid of.
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Originally posted by Goober5000
ATTENTION EVERYONE
If you run the debug EXE and you get table errors, you really should fix your tables. If you continue to play FS2 with incorrectly formatted tables, you will experience problems. They may be noticeable (e.g. a crash) or they may be silent, but they will be there. :drevil: The reason the error messages are there is to let you know that your stuff needs fixing.
Goob, if i can I'm going to change fred to report these problems in release so everyone sees them no matter what. However I will set it up the user to be allowed to progress past them and get into Fred.
That seems like a good compromise.
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Originally posted by Flipside
Yes, the loading errors were thrown up by the debugger, simply cos it couldn't find the PCX, but it doesn't actually see jpgs at all if they are there, even to tell me it can't read them, so I suspect it would need both.
Crap! Im sorry Flipside, I've just realised that OGL doesnt have support for TGA and JPG. I dont want to get into doing that now because if I try to do everything all at once we'll end up with nothing.
However you can get around this by saving PCX versions of your TGA or JPG files. Thas a bit rubbish I know but hopefully someone will sort it out later. DDS could be a possible alternitive.
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Ok, I'll do that for now, thanks for looking :)
Hopefully it'll get done one day in the future, but you are right, spin too many plates and one of them'll smash ;)
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i think the entire texture subsystem needs torn up before i start doing anything with high color textures in OpenGL. DDS textures may work, as i put them in a while back.
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DDS kinda works, all textures are displayed as white, but at least you know how big the ship is in relation to everything else :)
Actually, come to think of it, I may as well make PCX's ;) LOL
Edit : This isn't so bad really, I tend to use huge UVmapped textures, so it's only a matter of converting anything in LOD0, which is going to be about 7 files at the absolute most :)
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That new version works pretty well here. Great usage of the FS font. :yes: I also got that problem kasperl mentioned, where loading up a mission and going into the briefing editor gives an illegal operation error. The briefing editor loads up properly if the first stage is blank but gives the error as soon as I try to place an icon, so it looks like it can't display briefing icons yet.
Flipside posted a few times that the same thing was causing assertion errors in the debug version of FS2_open. He was also getting crashes in the non-debug version which were probably related to the same problem so although FS2 may have been able to handle this I don't think FS2_open can.
Which makes it a good thing if it's reported as a bug :D
* The issue with the subsystems being more than the hull: This has the potential to cause a divide-by-0 error or to throw a bunch of negative numbers into certain mission-critical calculations.
hmm, that's interesting; I know it worked fine in the original FS2. This could be problematic since I did that for game balancing in a few places and changing it now would create balance issues in a few missions. I personally have not encountered any problems with this so I'm going to leave that stuff as it is for now, but it's something I may have to deal with later.
The frequency of those random crashes seems to be entirely dependent on the build versions and texture/effect sizes though, so it probably has to do with memory usage. I removed some stuff from the media vp and the 12_05_2003 version has been working without any crashes for a while now.
* The issue with FRED not liking the lack of subsystems: Every ship should have a subsystem, even if it's just "Pilot". (Cargo containers and navbuoys might be exceptions... I'd have to check.)
The pilot subsystem is never actually used in the original ships.tbl - it only shows up in mission files - and there are a few ships without subsystems in there. Anyway, that's not what it is complaining about, but rather the fact that the last property in a ship listing is not what it is looking for. Can $Stealth be put anywhere? I placed it directly under $Score since that is what was done with the Pegasus and Ptah, but those ships had subsystems to go after that.
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it is an optional string, it will only be used if it is found in the right spot
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$Stealth goes after $Score and $Thruster stuff but before $Trail and $Subsystem stuff. And if it's a fighter, you really should have sensors, weapons, engines, etc.
You can post the subsystem vs. hull thing on Mantis and I'll take another look at it eventually, but I can't say when.
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I'm actually using it for those Polaris pieces made by Dark, which effectively behave like cargo containers, as I didn't want them cluttering up the radar. So $Stealth comes after $Score as it should, but since the "ships" have no trails or subsystems, the debug version is giving an error.
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Hm. I'd have to take a look at the mission itself then; I'm not sure why it would do that (perhaps because cargo isn't allowed to be stealthy?)
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OK, I've updated the exes again.
Lighting is now optional flag in the view menu.
aldo_14 and karajorma: the debug exe will generate a debug file, get Fred to crash and send me the results.
kasperl: I believe I have fixed the briefing editor bug.
Trivial Psychic: Is the 'wierd effect' the specular lighting? Try turning lighting off in the menu and see if that
fixes it.
All: Note all warning messages will now popup in release builds.
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kasperl: I believe I have fixed the briefing editor bug.
Sorry, it seems that the briefing icon problem is still there, at least on my machine.
Hm. I'd have to take a look at the mission itself then; I'm not sure why it would do that (perhaps because cargo isn't allowed to be stealthy?)
You mean tables, right? Here is one of the ships.tbl entries that is causing trouble:
[size=7pt]$Name:TSD 02
$Short name:TDock1
$Species: Terran
$POF file: dock2t-02.pof
$Detail distance: (0)
$Show damage:YES
$Density: 1
$Damp:0.2
$Rotdamp: 0.2
$Max Velocity:0.0, 0.0, 0.0
$Rotation time:20.0, 20.0, 20.0
$Rear Velocity:0.0
$Forward accel:0.0
$Forward decel:0.0
$Slide accel:0.0
$Slide decel:0.0
$Expl inner rad: 50.0
$Expl outer rad: 100.0
$Expl damage:25.0
$Expl blast:100.0
$Expl Propagates: NO
$Shockwave Speed: 0.0
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output:0.0
$Max Oclk Speed: 0.0
$Max Weapon Eng: 0.0
$Hitpoints: 8000
$Flags: ( "cargo" )
$AI Class: none
$Afterburner:NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: -1
$Closeup_pos:0.0, 1.0, -63
$Closeup_zoom:0.55
$Score: 0
$Stealth[/size]
It works without any problems in the game; it's just that the debug builds want to see something else at the end.
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What's the actual error message?
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Originally posted by RandomTiger
OK, I've updated the exes again.
Lighting is now optional flag in the view menu.
aldo_14 and karajorma: the debug exe will generate a debug file, get Fred to crash and send me the results.
Can you change the text to no lighting? When it's ticked the lighting goes off and that's surely the wrong way round :lol:
Anyway I've run the exe and it still crashes on exit. Here's the debug text
DBUGFILE Active: NamelessOne 01/21/04 21:36:06
OS: Windows XP Debug, F:\Games\FreeSpace2\fred2_open_ogl_d.exe
[Management.cpp, 558] About to cfile_init
[Management.cpp, 582] About to gr_init
[2d.cpp,1069] About to init 104
[Management.cpp, 585] About to init everything
[FREDView.cpp,4986] About to gr_close
Just out of interest I tried to see if I had that briefing window bug too and sur enough FRED crashed out on me as soon as I opened the briefing window (I never even saw it since I was running a mission which already had a briefing).
I tried again and it crashes as soon as you have an icon present on the briefing window. Since no one has posted one, here's the debug spew from that one
DBUGFILE Active: NamelessOne 01/21/04 21:43:48
OS: Windows XP Debug, F:\Games\FreeSpace2\fred2_open_ogl_d.exe
[Management.cpp, 558] About to cfile_init
[Management.cpp, 582] About to gr_init
[2d.cpp,1069] About to init 104
[Management.cpp, 585] About to init everything
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Irrelevant waste of space was 'ere
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Thanks for your report karajorma but what do you mean by 'it crashes as soon as you have an icon present on the briefing window'?
Could other people take their table problems to another thread please.
And "It works without any problems in the game"??
You cant know that, just because it doesnt crash as soon as you start them game doesnt mean its not causing all kinds of problems.
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Originally posted by aldo_14
fs.txt, i presume?
Um, no.. something along the line of:
DBUG-Work Tom-D(01-21-04) T(19-33-03).txt
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Ok, just found that myself, if you go into the Briefing editor in Fred, click on the player ship and then hit 'Make Icon' you get a CTD without error. This also happens in non-ogl Fred, so I'm going to put it onto Mantis.
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Originally posted by RandomTiger
Um, no.. something along the line of:
DBUG-Work Tom-D(01-21-04) T(19-33-03).txt
Oh. :o (name makes more sense, that's for sure)
Don't get any files out other than fs.txt, could win2k be 'killing' it for some reason rather than fred crashing?
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Originally posted by Flipside
Ok, just found that myself, if you go into the Briefing editor in Fred, click on the player ship and then hit 'Make Icon' you get a CTD without error. This also happens in non-ogl Fred, so I'm going to put it onto Mantis.
I don't get it when I click make icon. Only when I try to move to another stage of the briefing but yeah. I get that problem. (Not in the Non GL version though. FRED2_open non-GL works fine for me in that respect)
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Originally posted by Flipside
Ok, just found that myself, if you go into the Briefing editor in Fred, click on the player ship and then hit 'Make Icon' you get a CTD without error. This also happens in non-ogl Fred, so I'm going to put it onto Mantis.
I've definately fixed it this time, I put the code the wrong way round the first time.
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Originally posted by aldo_14
Oh. :o (name makes more sense, that's for sure)
Don't get any files out other than fs.txt, could win2k be 'killing' it for some reason rather than fred crashing?
Well I didnt say which one it was but I had a look through the stuff you posted anyway.
Did you run the up to date *debug* version?
If you did and there is no debug file that means its not getting even a few lines into the program which would suggest an OS problem.
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New exe up, debug only.
karajorma please crash it on exit and post me debug again.
Flipside, icon thing should be fixed now
Oh and the lighting thing was correct but I've changed the wording to make more sense, was thinking like a coder.
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Crash On Exit Bug
DBUGFILE Active: NamelessOne 01/23/04 11:01:10
OS: Windows XP Debug, F:\Games\FreeSpace2\fred2_open_ogl_d.exe
[Management.cpp, 558] About to cfile_init
[Management.cpp, 582] About to gr_init
[2d.cpp,1072] About to init 104
[Management.cpp, 585] About to init everything
[FREDView.cpp,4986] About to gr_close
[2d.cpp, 592] About to palette_flush
[2d.cpp, 617] About to gr_opengl_cleanup
If I click cancel instead of okay on the FRED2 error I get this appearing now. I don't think it used to appear before but I can't be certain.
(http://homepage.ntlworld.com/karajorma/freespace/Misc-Pics/FRED2_OpenDebug.jpg)
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Ok, exe tested and new icon works fine, however, I get exactly the same error as karajorama when I close the program. now.
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I get the same problem here. I am also running a fresh install of Freespace 2.
DBUGFILE Active: JonathanS 01/23/04 13:03:49
OS: Windows XP Debug, C:\Games\FreeSpace2\fred2_open_ogl_d.exe
[Management.cpp, 558] About to cfile_init
[Management.cpp, 582] About to gr_init
[2d.cpp,1072] About to init 104
[Management.cpp, 585] About to init everything
[FREDView.cpp,4986] About to gr_close
[2d.cpp, 592] About to palette_flush
[2d.cpp, 617] About to gr_opengl_cleanup
[2d.cpp, 592] About to palette_flush
[2d.cpp, 617] About to gr_opengl_cleanup
[2d.cpp, 592] About to palette_flush
[2d.cpp, 617] About to gr_opengl_cleanup
[2d.cpp, 592] About to palette_flush
[2d.cpp, 617] About to gr_opengl_cleanup
[2d.cpp, 592] About to palette_flush
[2d.cpp, 617] About to gr_opengl_cleanup
[2d.cpp, 592] About to palette_flush
[2d.cpp, 617] About to gr_opengl_cleanup
I don’t know if it makes a difference or not but my system specs are Dell Latitude D600. 1.3 GHz Pentium M. 256 MB of ram ATI Moblity Radion 9000.
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i think i fixed the swap buffer thing on exit. i need to make sure it doesn't effect normal fs2
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Originally posted by RandomTiger
Well I didnt say which one it was but I had a look through the stuff you posted anyway.
Did you run the up to date *debug* version?
If you did and there is no debug file that means its not getting even a few lines into the program which would suggest an OS problem.
Yup. I'm not surprised to hear it's an OS problem.... I kind of suspected something was deeply fecked in this Os anyway - just can;t afford to reformat and reinstall everything again at this time of the year.
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Oh I forgot to mention but the briefing Icon bug seems to be gone now :yes:
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Originally posted by PhReAk
i think i fixed the swap buffer thing on exit. i need to make sure it doesn't effect normal fs2
Nice one, I didnt have a clue what was causing that.
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it was trying to swap buffers after it shutdown
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Thats what I figured but couldnt work out how it was getting back into the code. Commit that soon if you can.
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RT, while you are in that side of things, is there any way you could bump the poly limits in Fred? After all, if you are going HTL, it'll need it anyway ;)
Flipside :D
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Now that its moved over to the OGL engine is that not the way it will be now anyway?
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is it useing HTL or not?
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Originally posted by Bobboau
is it useing HTL or not?
No, I've put in all the code to render models in htl but the lines dont seem to draw properly so I've turned it off for now.
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Latest exe
http://mysite.freeserve.com/thomaswhittaker/c_code/freespace/fred2_open_r.rar
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Fred OGL will soon be merged into normal fred.
This means only OGL Fred will exist as new versions afterwards.
Better test this version works on your system perfectly before its too late.
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just make sure you get HT&L working, it tends to get really really slow.
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All the ships are super-bright white in mine, no specular lighting.
Specs:
AMD 1.6Ghz
512mb of RAM
Geforce 2 on-board video
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Seems to work fine now...
BTW, can you get the error reporting messages telling the error line into the table files?
It's a bit difficult find discrepancies when you have large tables...
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Lightspeed, its not going slower than software did? htl does work but the line rendering code isnt finished yet so there are no lines which would probably annoy you more.
Unknown target, how super bright? Post a screenshot, also try toggling the new lighting option in the menu.
Zarax, hmm.. I would put that in mantis for now.
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Oh, i was forgotting about brightness...
Actually, turning lighting ON slightly reduces the effect, but on some ships (or textures) it goes on full white.
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Originally posted by RandomTiger
Lightspeed, its not going slower than software did? htl does work but the line rendering code isnt finished yet so there are no lines which would probably annoy you more.
Well, it is slower than the software one. AFAIK the software one rendered everything down to 8-bit and didn't display any extras whereas the OGL one displays at full detail & stuff :)
In any model-intensive mission (~30 fighters, ~6 capships, etc) it will get so slow you can barely move the camera around. Thing that didn't happen in Software FRED. Some missions crash when I try opening them, most of them work, though. I'll do some testing.
Also, in the latest Fred OGL builds the shinemaps seem to have disappeared (all models rendered without specular highlighting). Is this a bug or was it done on purpose?
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Originally posted by Lightspeed
Well, it is slower than the software one. AFAIK the software one rendered everything down to 8-bit and didn't display any extras whereas the OGL one displays at full detail & stuff :)
Damn I know its now using 16 bit textures but I thought it would still be faster since its going through OGL.
In any model-intensive mission (~30 fighters, ~6 capships, etc) it will get so slow you can barely move the camera around.
Heres a htl version so you can see how much faster it goes:
http://mysite.freeserve.com/thomaswhittaker/c_code/freespace/fred2_open_htl.rar
But as you'll see if you play with the visual options theres still a fair few problems so it might be a while before its ready. If speed is a real problem in non htl I could put in a option to load lower detail models / textures.
Some missions crash when I try opening them, most of them work, though. I'll do some testing.
Do they come up with errors? Or just crash?
shinemaps seem to have disappeared. Is this a bug or was it done on purpose?
View:Lighting by suns should put them back on. If you had a scene without suns, lighting it that way caused everything to be very dark so I made it optional.
Your e-mail about TGA and DDS hasnt come though yet :(
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I tried the lighting option, and it froze. I'll try to post a screenshot, tho.
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I'm getting delivery errors, saying the email wont reach you. I'll forum-PM you.
about the HT&L build. It's running super-smooth, I havent seen anything like this before! It's soooo fast and beautiful :)
It's perfect.
I see your problems with the lines though. When rotating left and right the ships get misaligned with the grid, and waypoint or y-axis lines (or docking lines) are not displayed at all. I hope you can fix this :D
The crashing happens when I try loading some missions, it simply crashes when I click open (no error or ANYTHING), simply "poof" and away.
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As you turned PMs off i'll try the email through the forum... sigh
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I cannot seem to get that HTL version to load up any of my missions... :confused:
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I am still getting buffer swap errors with the latest r build. The htl build does not have that problem, however some ship models fail to show up or just their turrets do. Also when I rotate the camera in a mission with an Arcadia in it an image of the installation fills the screen and I can only look through the hole in the installation. I would post a screen shot of it but I don’t have any way of hosting the image right now.
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Bugs bugs bugs...
Clearly htl is worth a bit of pain to get working so I'll give it my best shot.
If someone could provide me with a mission that crashes that would be useful, anyone got one that uses default FS2 data?
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It seems to happen with all the FS2 campaign missions (with default tables) as far as I could tell; try one of those. It basically gives an illegal operation error while loading the mission and then exits out.
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Mmmm thats what I've been testing it with.
Could you quote the exact error?
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Loading up sm3-08.fs2 for example gives the following error:
Fred2_open_r has caused an error in
.
Fred2_open_r will now close.
If you continue to experience problems,
try restarting your computer.
Here is what the VC debug spew points to, if that helps any:
028B0818 mov edi,dword ptr [esi]
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Wow, thats a bad message.
I'll post a debug exe soon and hopefully that will give a bit more info. I take it this doesnt happen with non OGL Fred2?
For future reference, if you report a bug / crash always give exact account of the errors.
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Yeah, it loads up fine in the 01_20_2004 Fred2. I should mention that a few of the dogfight missions seem to work fine - mdh-01.fs2 loads up without any trouble - but others like mdh-02.fs2 gives the error.
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Sorry CP5670, I cant replicate your crashes on my system, those missions work fine, so we are going to have to do this the difficult way.
Heres the debug exe, it now offers you a choice between htl and non htl. http://mysite.freeserve.com/thomaswhittaker/c_code/freespace/fred2_open_d.rar
I would like to get non htl bugs cleared up first. But I see what Lightspeed means, it can be very slow so bug free htl will be a priority.
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RT, one tiny request while you are in there...
If possible, could you adjust the limits on the 'number of stars' slider so it starts at 0 and ends on, say, 6-7000? It would just be a tiny timesaver rather than opening the file in notepad after you've saved it :)
Thanks,
Flipside :)
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My crashing problems happen both in the OGL and the 20_1 non-OGL FRED versions.
However an older FRED version works fine.
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Someone like Redmenace should add some of these exe links onto the "latest version of everything" thread in the SCP section.
Later!
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not really, this is still very much a WIP, so it isn't fully supported. but if that's clearly stated it should be fine.
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I would like to get non htl bugs cleared up first. But I see what Lightspeed means, it can be very slow so bug free htl will be a priority.
I just tried the debug version; the missions load up without problems with HTL off, so this is an HTL bug. Maybe a memory issue or something?
One other thing I noticed is that if a mission is saved with any of these OGL builds, either with or without HTL, the other FRED2s cannot read it at all for some reason. Both the original 1.2 and the 01_20_2004 editors just say "Unable to read mission file" upon opening a file, although the 01_20_2004 FS2 seems to parse it fine.
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Originally posted by Flipside
RT, one tiny request while you are in there...
If possible, could you adjust the limits on the 'number of stars' slider so it starts at 0 and ends on, say, 6-7000? It would just be a tiny timesaver rather than opening the file in notepad after you've saved it :)
Thanks,
Flipside :)
I wouldnt go over that limit if I was you, I havent had a change to trace through the code but on a quick look I saw an array of length MAX_STARS (or something) which was 2000. It could be the case that setting it 7000 scrubs memory or it might just be ignored.
Im still working on a build, will post when I have something.
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The next build will see non htl mode have the model and texture detail reduced to try and keep the speed issues down.
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Well, best to keep the turrets and subobjects displayed if you're considering dropping a LOD.
NB: It works now... I reinstalled FS2. Before you ask why I never did that before... I did. 'cept this time it works, for god knows what reason.
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> turrets and subobjects
Its looks OK to me but you can tell me yourself when I post a new version. And this is only for non htl. Its simply to make it usable until I can get htl finished off, its turning out to be a total pain.
I hear you with the reinstall, I had to do that a month ago and Im meant to know how half of the damn thing works :)
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Ok, understood with the stars thing, I know you guys haven't had the time to look at the Background stuff with regards to HT&L, but it would be good enough just to be able to set it to 0 ;)
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I will try and take a look after the code freeze.
The point of it being we're not meant to be coding new stuff :)
Im only getting away with OGL Fred because most changes are in a seperate code base and its completion will open some interesting possibilities once the main codebase is released again.
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http://www.randomtiger.pwp.blueyonder.co.uk/freespace/fred2_open_r.rar
http://www.randomtiger.pwp.blueyonder.co.uk/freespace/fred2_open_d.rar
A few bug fixes but htl still has issues.
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Just seen this and downloaded, you probs already know this, but if you switch the 'show paths' option on in the HT&L version, they are drawn displaced from their respective vessel.
If you need more info, let me know, It's 2:30am here, so I'll sort it out tomorrow ;)
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http://www.randomtiger.pwp.blueyonder.co.uk/freespace/fred2_open_r.rar[/url]
http://www.randomtiger.pwp.blueyonder.co.uk/freespace/fred2_open_d.rar
A few bug fixes but htl still has issues.
I seem to be still getting that problem. I got sm3-01.fs2 to load okay this time, but the displayed positions of the ships are all messed up. Here is a screenshot of what's happening:
(http://www.3dap.com/hlp/hosted/procyon/misc/image1.gif)
Notice how the big ships are clumped into the corner for some reason despite their names being in completely different positions. Clicking on them does not do anything but clicking near or on their name selects them. This is only with HTL, by the way.
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Yer htl has issues... and Im having real problems dealing with them.
How is non-htl? Are there any problems with that?
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Non-htl is looking good, although there is the non-OGL build compatibility issue (with the mission saving) I posted about earlier.