Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Bobboau on July 05, 2004, 02:38:11 am
-
http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_7-4-04.zip
test
-
Bob, read my last post in your previous thread.
BTW, I get a Unexpected End of Archive on that 967kb file.
-
Bummer, I get the same thing. :(
-
And I want a build that'll let me play the damn game... :(
Unexpected eoa here as well. *Cough*
-
dito. No workey.
-
Hey Bobb, the zip-file doesn´t work. Tooooo Bad:(
-
try now
-
'S bigger. *Nod* [Waiting for a few more seconds until the download is complete...]
Yep, this .zip's in the clear.
[Update] No, it still doesn't move on my end. :hopping:
-
ill test it later today, im currently busy working on a hi poly phoenix.
-
I´ve tested just a few missions (from my favourite Homesick-campaign). No problems by now, stunning graphics (i love the env-mapping). What can i say? nice work! The framerate seems slightly increased compared with the 05_23-build (the last env-build, that works for me without bigger problems)
P.S. it´s christmas! The Renegade R.-Campaign is out, too. I think i have to send my wife and my daughter to a long weekend vacation:D
-
sweet! at first it didnt work but then i thought, id try it with -env and it looks just sweet. i love the way it makes my gatling guns glisten as they spin :D its not as choppy as the first env build (and i never got around to testing the last one). im gonna try a few other models and see how they look.
-
End of christmas:lol:
The new Renegade-Mod produces the following crash-message:
-----------------------------------------------------------------------------
Error: Ship GTF Valkyrie#Repair is a copy, but base ship GTF Valkyrie couldn't be found.
File:I:\FSO\fs2_open\code\Ship\Ship.cpp
Line: 2743
Call stack:
------------------------------------------------------------------
fs2_open_Bobboau_7-4-04.exe 004a5dc7()
fs2_open_Bobboau_7-4-04.exe 00402a6e()
------------------------------------------------------------------
-----------------------------------------------------------------------------
i really don´t know if it has something to do with the mod or with the build. In fact, it happens only with your new builds, Bobb. With 05_23 it seems to run (but maybe not that fast). Eventally this is the wrong thread, but maybe you have an idea.
Edit: I´ve also recognized, that the escort list seems to be "broken" later in a mission. I don´t know if it had happened before, but it seems to be a bug
-
it's a bug, but not mine, I've just kept it from crashing everything.
look in the table and see if there is a ship by the name "GTF Valkyrie" if there is, then this probly is a true bug (in the build) if not then this is bad data (a bug in the mod, not my code)
-
Kudos, bob, everything is beautiful :yes2:
Now for bugs. It seems that with this build, i dont really get the 'effects replaced with white boxes' anymore. Instead, every two or three missions, my entire screen goes black with a white box in the center during briefing/debriefing. I can still hear sounds, and click things, but a cant see what im clicking.
Maybe its just the campaign, since I've only played Sol: A History using this build as of yet. Ill check on that soon.
-
Well, trying out this build was my first attempt to run Environment Mapping on my system. As I run without shinemaps to lessen system drain, I just used the standard version, and not the alpha-maps. I found that with -env on, gameplay tended to fluctuate in speed. Now there was no reflection (pun not intended) of this in the fps, but I noticed a definite tendancy for the game to accellerate and decelerate... but not in a stuttery or jumpy way. I was using pcx2dds by the way.
One other thing that may be an isolated incident. I found that once during mission loading, the timebar lights went out. When I got into the command briefing section, the CB ani were not present... not even the default ones. I exited the mission and restarted it, and still no timebar. I quit the game and haven't tried it since.
Later!
-
hi , just tested your new build in multi player on scp pxo thingy that kazan made for us all.
build looks great did shivan gauntlet, the ships look insane :)
no fps problems, was great , but it crashed as soon as a cap ship jumped in - crash to desktop...
i had all the settings in the experimental section of the launcher turned on env mapping, decals, alpha mapping or something, i just ticked em all.
was great till it crashed hehe
hope this info is of use
-
Well the memory leaks are so bad that I can only play two missions in this build before I get a CTD because all 1615 MB of RAM available to my computer has been eaten up by FSO.
-
On the subject of memory leaks, I was wondering if http://www.flipcode.com/tutorials/tut_memleak.shtml might be useful to the SCP. It's a couple of functions and macros for VC++ that overide the new/new[] and delete calls when _DEBUG is defined, to trace allocated memory that isn't released when the program terminates.
It's been a few years since I even looked at code, nevermind wrote any, and I haven't seen the SCP codebase (so I don't know how much new is used over malloc) but thought I'd mention it anyway. Anything to help out you guys. :)
http://www.andreasen.org/LeakTracer/ does much the same. It doesn't require to be compiled in but only runs under linux.
-
we already have a memory tracker that is almost identical to that described in the first link
-
Ah, figured you would have something. :)
-
The ships.tbl of the Renegade-Campaign seems ok. The "missing" ship is definetly there. I tried to add the model (pof) name to the tbl, but nevertheless the mod didn´t start. Just for Info, maybe it´s useful.
-
I tried another memory tracker (mmreg) and it found nothing wrong.
-
im not really having many problems with memory leaks. sometimes after a crach the debugger starts eating up memory. that might explain your memory loss.
-
No, I've watched this and the pattern seems pretty specific. Something is being allocated during the mission, but not UNallocated after the mission is, but IS unallocated when Freespace closes.
It could be during the mission, it could be while it's loading.
-
it sounds like freespace isnt freeing up all the stuff after mission. but im not a true coder so what i says doesnt mean s*** :D
*edit
ships in the tech room apear with an envoronment map only after youve been through a mission. it might just be keeping the skybox in memory. all my skyboxers are several megs in size. does that count for the lost memory?
-
That's EXACTLY what I'm saying. :p
There aren't any memory leaks after Freespace 2 closes, but there ARE big increases in the memory it takes up while it's running.
-
you might run the same mission a few times, just to see if it keeps sucking memory each time the mission loads. freespace just might be keeping stuff in memory just incase it needs it again.
-
That's exactly what I did; I opened FS2 (debug) in windowed mode, along with the Win2k task manager. Loaded the mission, exited, loaded it again.
What happened with memory usage was that after I closed the mission, it remained the same. When I started the mission, it would go back down (partially, IIRC) to what it was before, then just before it finished loading it would spike back up to about 100 MB more than before.
It seems erratic at best, but on one day I was getting an average of 3 missions before FS2 crashed. (CTD)
-
This from the dumbass n00b wannabe coder, but it seems like the best way to make this go away is to explicitly unload everything mission related after every mission. It'd probably hose load times but that's the easiest, if inelegant solution.
-
Uhm, WM? Bob implemented skyboxes and stuff for the env maps, but IIRC, he meant it to stay in mem for techroom stuff. Perhaps he is keeping all of them in mem, not just the alst one?
-
the texture that the environment map is always there, I do not clear it after mission, it makes no diference on how much memory is used
-
This isn't Bob-specific, this seems to have been a problem since 3.6. (Mem leak)
This deseres its own thread...
-
can the env map textures be animated? i want to try and make a subspace skybox with animated textures but i dont know if it would cause a shimering effect on the ship.
-
As far as I know they can be animated.
-
they could be animated, but I turned that off, becase it was slowing things down unnesisaraly for some people, with the exeption of subspace environment maps are not animated
-
So what will happen if I use an animated skybox ?
-
the environment map will represent the first frame, it's not at all visable as long as you don't have anything overly dramatic in terms of animation.
-
im thinking about replacing the textures on the subspace tunnel with the invisible texture, then put in a skybox with animated textues.
-
that'll work, if the mission is in subspacethen the env map is dynamic
-
cool! ill work on that on my next day off.
-
i just had a really cool idea for an animated skyboxwith a really dramatic-looking comet in the background...
oh well, if only i could think things into photoshop I'd be set..