Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: xenobyte6666 on December 13, 2004, 05:07:49 pm
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Hi any chance of a list of new features or fixes for 3.6.5 being posted, while we wait for it to come out?
;7 ;7 ;7 ;7 ;7
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eh just fixes mostly. But there will be a readme with it, one way or another.
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All Textures/Effects and so on were optimized.. more beautiful and better Performance and it looks that the 3.6.5 VP's contains a few new Textures/Effects since 3.6
But i don't see new features, yet.
Maybe you only see it when the first 3.6.5 EXEs are available.
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the eff stuff is now implemented also.
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Its got the -3dwarp command line flag (thank God), but I also noticed that -max_subdivide is no longer there.
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Originally posted by Trivial Psychic
Its got the -3dwarp command line flag (thank God), but I also noticed that -max_subdivide is no longer there.
-max_subdivide requires and argument to go along with it and I took everything that requires and argument out of the flags but you can still use it in the custom flags. If you just used -max_subdivide with nothing after it then it was screwing up since it was looking for a float to come right after. Doesn't matter anyway though since the parts of the -max_subdivide code which actually do anything never got put in CVS.
Other new stuff that I can think of off the top of my head:
- IBX code for faster loading of hi-poly models
- Full DDS support for OpenGL
- Cleanup of cmdline options with proper links for almost all of them in the Launcher
- Merge of bmpman code with better memory usage reporting in debug builds
- Much faster finding of previously loaded images
- Reusing already loaded images between missions to greatly speed loading
- Movies should be fixed again too
- Major memory leak fixes (everybody remembers that problem)
- New pilot code to allow multiple concurrent campaigns with one pilot
- More bug fixes than can be counted on 10 fingers and 10 toes.
And that's just some of the crap that I did. There is a bunch of new SEXPs and more from Goober5000, -radar_orb and more from phreak, ton of stuff from Bobboau, configurable hud gauges and modular tables plus more from WMCoolmon. Networking stuff and more from Kazan. And a bunch more stuff that I can't remember right now.
Hmm... do you people even deserve all of this? ;)
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of course we do! in fact, we deserve more! get back to work!
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There will be a readme.
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is the switching-of-ships in the techroom fixed?
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Will there be the easily added ship names?
(Yeah, I'm boring..but I don't care:D)
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Originally posted by taylor
Networking stuff and more from Kazan.
Autopilot
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Originally posted by Kazan
Autopilot
:yes:
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But the best thing is that it runs seamlessy, by far the best build i've ever tested ;)
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Originally posted by Kazan
Autopilot
THAT'S what I was trying to think of, can't beleive I forgot about that.
Originally posted by Grimloq
is the switching-of-ships in the techroom fixed?
Uh, which problem is that one again? I seem to remember several issues this could refer to but I think there are all fixed.
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I think he is refering to the memory leak
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I hate to be a n00b but the package I downloaded doesn't have a readme... what are the differences between the t-, r-, -inf builds etc?
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inf is inferno builds which are specially made to work with Inferno.
t I think is a taylor build.
r usually stand for retail and d is debug(spews to fs.log)
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Thanks :) The only Inferno release is still the old 'retail' rc1, and that should work using the -inf builds?
Also, in the release thread, Taylor mentioned the 'Game of TAG' crash, and fixing it by turning off the heads... but I still get the crash with that HUD element turned off. What is the workaround? Actually, it crashes after the next mission starts loading (according to the debug), so maybe it's not related ( my FS2 pilot was stuck by that crash, so its the first mission I tried)
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what i mean by 'ship switching':
when you add a new ship, say, right after the orion, then all ships UNDER that orion are switched down one entry on the table. the tech room seems to run 'IN TECH DATABASE' by its position in the table, rather which ship it is.
what does autopilot DO?
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Originally posted by Grimloq
when you add a new ship, say, right after the orion, then all ships UNDER that orion are switched down one entry on the table. the tech room seems to run 'IN TECH DATABASE' by its position in the table, rather which ship it is.
The new pilot code makes sure that ships are referenced by name rather than position in the table so this should no longer be a problem.
Originally posted by Pnakotus
Also, in the release thread, Taylor mentioned the 'Game of TAG' crash, and fixing it by turning off the heads... but I still get the crash with that HUD element turned off. What is the workaround? Actually, it crashes after the next mission starts loading (according to the debug), so maybe it's not related ( my FS2 pilot was stuck by that crash, so its the first mission I tried)
That particular crash happens right when a mission ends, just before the debriefing shows. If you are seeing the crash when the next mission is starting then it's unrelated. What mission is giving you the problem? Also you can try creating an empty file called "debug_filter.cfg" in the data directory. This will allow much more debug info to get put in the log and may help point out the crash issue.
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Yeah, I can play in Open Gl and play with shinemaps and everything else.