Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: redmenace on December 15, 2004, 11:11:06 am
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Alright as promised, I am opening up testing to the public of the 3.6.5 Beta testing.
Basically some words about know bugs.
The Y-targeting bug is still there
FRED Grid Alignment Problems
Bugs mentioned by taylor:
Originally posted by taylor
The missions "Enter the Dragon" in FSPort and "Game of TAG" in OC will crash at end (for most if not all people) unless the talking head HUD box is turning off for that mission.
When using mods there is a chance of minor data loss (not corruption) in pilot files if the file is saved with different ship and/or weapon tables. It will avoid crashes but the following procedure is known to work with any risks: start game with -mod set as you wish, select pilot you wish to use, enter Sim Room and select new campaign, play as you like. Follow the same procedure to go back to the original campaign without the -mod without any risks.
FRED has a lot of problem in HTL mode but non-HTL alignment issues aren't nearly as bad. Briefing icons still don't show (Z axis problem, just don't draw). My life is just a little to hectic to get that fixed right now. (I will include a FRED build too though)
That's pretty much all I've got. The problematic savepoint has been fixed (old V bug) and a good data recovery update (the better fix) should be ready around the first of January. The builds should be done and posted at previous link within the hour. They will have DevIL and Speech support as well with a 3.6.5 version bump.
Some final words:
If you find a bug please report it to Mantis (http://mgo.maxgaming.net/mantis/login_page.php?return=%2Fmantis%2Fmain_page.php). Please attach a dxdiag report and a copy of fs.log while using the debug versions. Also include screen shots and indepth details. Help us help you. Try and use the debug versions as much as possible inorder to try and see if you get a crash. Please use, atleast, the mv_core VP. Try and use different mods. Please test multiplayer(which you will need the core VP:new or old).
fs2_open 3.6.5 Beta (http://mason.gmu.edu/~jwillshe/fso365.zip)
mv_core 3.6.5 (http://mason.gmu.edu/~jwillshe/mv_core_c.exe)
Attention WMCoolmon, can you send me the mv_core so it can be uploaded to warp core
Or can anyone send me the mv_core(the new one)
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YaY, I finally get to see what this is about. I will host it in GW for a while if you are in need of a host.
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Thank you, I pointed TBP R3 beta testers to this direction.
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*bump*
Alright I got tired so I am hosting it off mason cluster server.
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E-mail sent. :)
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Hows that other info i need coming? Don't mean to pester you.
Do you want to upload all your vps to warp core?
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It's on my to do list. I have about 3.5 hours to eat and do whatever work for the education bloc and relax from the time at said bloc.
The earliest I might get started on it is Friday.
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Is there a new Launcher for all of this? I haven't got a new launcher since uhh...well since April or May or something :)
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Well that is unlikly considering that Random Tiger has dropped off the face of the earth(either that or he is just not responding to emails.
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Is there actual need for a new launcher?
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well there is the need for a fix to the joystick problem and new command lines args.
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Has anyone looked at this?
Has anyone found any issues?
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I'd also like a section in the launcher for FRED. There will obviously be some more flags for it coming soon, so a means of selecting them from the Launcher would be useful.
Later!
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no bugs so far, but why didn't Bob' shadow build make it in? (experimental flag would be the thing)
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downloading now , do i need the 3.6.5 core vp if i have already downloaded and installed the new 3.6.5 media vp??
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no, not if you have the huge zpack already
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Dingggg, back again.. what's all about the "inf" builds.. there is no doc included unfortunately... Anyway that build refuses to recognize the throttle of my joystick (saitek x52) - pitch, yaw and rudder work fine... pilotfiles not compatible with that build -well you know that one probably.. nevertheless makes a more stable and faster impression to me great work!!
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Originally posted by quadrophoeniX
no bugs so far, but why didn't Bob' shadow build make it in? (experimental flag would be the thing)
It has been pulled because how buggy it was. There are also higher priorities.
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Originally posted by quadrophoeniX
Dingggg, back again.. what's all about the "inf" builds.. there is no doc included unfortunately... Anyway that build refuses to recognize the throttle of my joystick (saitek x52) - pitch, yaw and rudder work fine... pilotfiles not compatible with that build -well you know that one probably.. nevertheless makes a more stable and faster impression to me great work!!
you have to go into the configuration in the game where you map keyes and a specify the throttle access. Also, just create a new pilot for these builds.
inf is special build to be used with the inferno mod. This is due to the fact that the number of ships breaks multiplayer.
Documentation will be included in the official release of3.6.5
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Hi , what kind of performance should i be expecting.
I have a athlon 64 3500+, 1gb ddr333, geforcefx5900.
Using z_pack, fs2_open_r-T365.exe, with all features turned on, and the experimental ones turned on too. running in d3d at 1024x768, no filtering.
I ran a mission with a load of medium sized shivan and vasudan cruisers and some cargo vessels with a load of bombers. - think it was first one in aeos affair campaign.
Was extremely pretty and nice, mostly fairly playable, altho was a little jumpy at times, with dips in fps often.
But no crashes or visable glitches so me happy ;7
Are there any features i need to deactivate or vice versa.
If i want to use a new version of lightys shine/glow maps, do i need to
modify the zpack or can i just put the files in the data/maps folder - does fs2 prefer to use the files in folder or the vp?
Any performance tips would be welcome. :nod:
Thanks for the great work btw.
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are you using the new VP?
Copy over your command line. I other words, copy and paste all of the command line args please.
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Yeah the new 3.6.5 z_pack vp.
C:\Games\FreeSpace2\fs2_open_r-T365.exe -spec -glow -pcx32 -jpgtga -d3dmipmap -dualscanlines -ship_choice_3d -targetinfo -nomotiondebris -2d_poof -orbradar -3dwarp -nobeampierce -snd_preload -env -alpha_env -decals
heres the command line.
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I am insainly jealous of your computer
-env -alpha_env -decals
and try removing the animated glow maps.
Follow these directions:
Originally posted by WMCoolmon
http://www.s93727692.onlinehome.us/programs/VPMage.exe
Getting rid of animated glowmaps in the zpack:
Start VPMage.
Click 'File...', select the zpack, click 'Open' and then click 'Add source'.
Along the right side you should see a little folder called 'Data' appear, open this up to show the contents of the 'maps' folder.
Click on a file whose name ends with "-glow.ani" and press the delete button, you'll get a prompt. Repeat for the rest of the files. Be careful not to delete a wrong file.
Then, enter a destination filename into the box at the bottom (eg 'D:\games\freespace2\ypack.vp' - DO NOT overwrite zpack so that you have a backup.) and click Build VP. Your computer will sit for awhile and the HD light will flicker; this is normal. Finally, a dialog should come up telling you that the VP is done.
Finally, move the original zpack file outside your FS2 directory and try out freespace.
WMCoolmon: Can you email me a copy of VPMage so I can host?
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add or remove these : -env -alpha_env -decals ?? - is env mapping fully supported now, or still buggy?
Dont be jealous red, my mem is bad either that or the mobo dont like it, cos it bsod's me every few days. I think i may try installing suse 9.2 with the 64-bit kernel, and test the iccullus build.
In the new year i wanna try to get a asus nforce4 and two geforce fx6600's or fx6800gt's(depending on funds) with 1gb of corsair xfs ddr400 cl2 memory.
Which brings me to the question , are you guys gonna support sli?
If so it would be insane ;7
I will follow those instructions for removing the animated glowmaps, i assume the same will work for the shinemaps, i can then add any newer shinemap releases from lightspeed into /data/maps, or add it directly to the vp.
BTW: That link to vpmage is dead.
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*sigh*
*Thinks to my self "rich boy"*(in good humor of course)
I doubt the support of SLI, unless taylor were to add it.
Remove -env -alpha_env -decals, but the ANIs are the biggest slowdown.
As for memory you could try those of kingston sticks as well
You know all about pricewatch correct?
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Yeah something similar to price watch.
Unfortunately not a richboy but a poor lowly student on a work placement year, expecting a huge tax rebate on next payslip cos bloody work have been stealing 200quid in income tax for the last 4 months, and only just got my tax code sorted out.
Anyways If I was immensly rich i would startup a software development company, hire all the programmers in the scp and maybe steal a few from volition, buy the fs2 license and bring forth the making of the most awesome space sim ever.
Unfortunately im dreaming.
*suggests that the scp guys start writing to millionaires, and promote the cause. hehe *
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hopefully that will work when WMCoolmon gets that to me
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A quick note on the Inferno 3.6.5 builds since I've only mentioned it to a few people. Inferno build pilots are not compatible with standard FSO (even 3.6.5) pilots and so they are stored in a different directory (data/players/single/inferno/). Inferno builds also disable all multiplayer on build since that's broken and we don't want bug reports on it.
Speaking from a strickly OpenGL point of view I don't know if anything is required to make use of SLI. It's mostly a hardware/driver thing so at least in OGL mode it should just work. Someone can correct me if I'm wrong but remembering the old 3DFX way that's all it took. I haven't looked at anything but a basic writeup of the new NVIDIA technique but it looks to work pretty much the same, requiring only the right drivers. There is no way I'm making D3D changes (if needed) to support this so it might be a good idea to start begging Bobboau now. :)
@xenobyte6666: Most AMD64 boards are rather sensitive to the memory used. I bought a new gig for my system since the old memory wasn't verified to work. It might have worked but I didn't want to chance it. I just made a CVS commit to icculus.org yesterday to fix recently reported bugs so it's a good time to have a look if you want. The new Linux version of FSO is *still* in the works. I'm most of the way through getting everything crossed over into a stable tree (including true specmap support in OpenGL!!) so all that's left is a lot of build testing and a double and triple check of the code to make sure I didn't miss anyting.
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I have found in the past in FSO that when the openGL mode works, it tends to run a lot more smoothly than D3D. Is this due to my card or that theres less stuff been implemented in openGL. Or just that openGL is just better ?
I will dig out an empty hdd and put suse 9.2 on it , and see how it goes. Hopefully this time it will work properly. In the past i have had problems with 64-bit builds of linux( tried fedora core 2, suse 9.1, gentoo) - there was a bug in the kernel that stopped it from detecting eth0, even when i installed the kernel source and recompiled the via rhine family ethernet linux driver thing it still wouldnt work. Many forums that I looked at said it was a kernel bug. Hopefully its been fixed.
*Waits Patiently for VPmage*
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Still have that wierd disco-type bug whenever I go into any Nebula mission.
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Just did a nebula mission and it was fine. Are you using env mapping?
i think that may cause it.
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Originally posted by Singh
Still have that wierd disco-type bug whenever I go into any Nebula mission.
post a screen shot.
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Starting to download... no bugs so far. :D
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(http://img.photobucket.com/albums/v107/anandraj/discobug.jpg)
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So bob what do you think?
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If you ask me, I deem the problem must be around the nebula displaying code.
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does this happen when environment mapping is disabled?
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env maps weren't ever on in the first place.
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This is the commandline im using at the moment. And have no disco problems. I did have disco problems on ships(hecate and other huge ships), nebulae etc.. with the old media vp and the 20041106 build.
C:\Games\FreeSpace2\fs2_open_r-T365.exe -spec -glow -pcx32 -jpgtga -d3dmipmap -dualscanlines -ship_choice_3d -targetinfo -nomotiondebris -2d_poof -orbradar -3dwarp -nobeampierce -snd_preload
also what kind of gfx card have you got, and is it latest drivers / directx blah blah....
Are you using the 3.6.5 vp files, if so have you removed the old ones, also have you got any conflicting files in /data/maps/ or /data/anis or something like that.
Sorry to be asking stupid questions but its good to check everything.
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now im getting this error when trying to get into a mission:
Error: Out of memory. Try closing down other applications, increasing your
virtual memory size, or installing more physical RAM.
File:U:\src\cvs\fs2_open.testing\code\GlobalIncs\WinDebug.cpp
Line: 1495
Call stack:
------------------------------------------------------------------
KERNEL32.dll 7c4e87f5()
------------------------------------------------------------------
Flags:
E:\FreeSpace2\fs2_open_r-T365.exe -spec -glow -jpgtga -targetinfo -nomotiondebris -pcx2dds -d3d_no_vsync -snd_preload -no_set_gamma -dnoshowvid -novbo -decals -ambient_factor 75
Card: ATI Radeon 9200SE, Directx 9.0c, using the ati 4.4 cat drivers.
3.5.6. Zpack installed (no other media .vp) also i deleted my data/effects and data/maps folder recently to clear out everything. I only put LS's new shineymaps and ooo--prettyglowmaps in, along with his nebula stuff.
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odd....now the problem's gone (but the disconess is still there)
(perhaps I should really consider putting that song there)
edit: nope, still there. Got crashed out of FS2 when a window prompt me in the background, and the problem came back when i re-ran FS2.
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Originally posted by xenobyte6666
*Waits Patiently for VPmage*
VPMage (http://fs2source.warpcore.org/mediavps/VPMage.exe)
A guide on using it (http://dynamic6.gamespy.com/~freespace/fsdoc/index.php?pagename=UsingVPMage)
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3.6.5 works great, even works good in 1240*1024, the only problems i could see were blue lines on edges of menu' screens, and the lines in the command animations were off. In Actual game screen, hud etc .... were all fine.
Also had a play with bobs cockpit, and had that working, it looks soooo pretty :D
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Turn off -pcx32. Blue lines gone.
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issue with FRED2:
dragging the left mouse button while moving around to select ships no longer works properly. 90 % of the time I am unable to select any ship if im viewing them from an angle, and hte only one I can select just happens to be the player's ship.
Rendering in FRED appears to be ok, but on hi poly models (especially the Deimos) it doesn't render the hull properly and im left with either nothing, or the outline of the top turrets. Waypoints are still screwed, as well as the breifing Icons.
FSO: I get random errors when it comes to playing inside the nebula, but the disco bug seems to go away if i switch off -env. But the out of memory error still appears to come and go at random (as reported by someone else while playing through my campaign).
Otherwise: pretty good so far. FS2 is running decently at hi-res on my 9200, but then I got all the sweet stuff installed, so it looks good to. I can actually get 20-30 FPS where I used to get only 5-10! :D
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Originally posted by Singh
Rendering in FRED appears to be ok, but on hi poly models (especially the Deimos) it doesn't render the hull properly and im left with either nothing, or the outline of the top turrets. Waypoints are still screwed, as well as the breifing Icons.
I can confirm this.
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Originally posted by Singh
But the out of memory error still appears to come and go at random (as reported by someone else while playing through my campaign).
This only happens for you with your campaign though right? It just happens randomly during any of the missions or in a particular one? Or is it on mission load? With or without the MediaVPs?
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it doesn't occur on any non-nebula mission. I have yet to try a different nebula mission to confirm this though. As the entire campaign is based in the nebula (except for one subspace mission) and if its a problem with the neb, then it could occur throughout the campaign.
I'll check with the FS2 campaign first tho, and see if im getting it.
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The Launcher freaks out about not being able to load the flag file when I select this build. This doesn't happen with Goober's 20041215 build.
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You're missing the 3 .dll files that came with taylors builds. Simply get one of those builds and add the .dlls to your main FS2 folder and the build will work again.
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Originally posted by Singh
now im getting this error when trying to get into a mission:
Error: Out of memory. Try closing down other applications, increasing your
virtual memory size, or installing more physical RAM.
Try reinstalling FS2? That worked for me. I'm downloading 3.6.5 now. I shall try it and give you grief. :D Why is the exe bigger than the VP?
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Originally posted by Sesquipedalian
The Launcher freaks out about not being able to load the flag file when I select this build. This doesn't happen with Goober's 20041215 build.
Which flag?
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Not flag. Flag file. Almost all of the newer exe's have a built in feature that tells the launcher what flags are supported by the executable. When a file is missing an executable, the launcher gives a warning. Sometimes multiple warnings.
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You guys have done it again. Great work, guys! I haven't actually tried everything out yet, i was testing mission 2 for pathways.
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Initial thoughts and observations -
- Performance is good, even with zpack, kpack, and aseffects and everything set to highest.
- Load times are hideous, especially compared to stock FS2 or FS2O-3.6.0.
- Speaking of load times, the loading bar (which never indicated load progress terribly well to begin with) is now even worse; it stays with the first '-' filled until it's done loading, then fills the entire bar instantly and drops into the briefing. It would be nice if that were fixed, someday.
- There's brief delays in the shell and in the actual mission; it seems to be loading graphics and models that it didn't cache to begin with (it happens when a previously unseen ship hypers in, or a weapon is used for the first time, etc). This is, as expected, much worse when -snd_preload isn't used.
- in OGL mode, whenever a 'window' pops up (for example "are you sure you want to abort the mission" or "are you sure you want to quit the game"), the background becomes a shimmering, solid color - usually green or red, but I've seen yellow and orange as well. 3.6.0 did this as well. It returns to normal when the window is removed.
- D3D mode doesn't work on my box! It tries to read *NULL and segfaults. It did work in 3.6.0, and specs are here ("http://www.hard-light.net/forums/index.php/topic,28886.0.html"). It doesn't give any special error window even with the debug build, just the generic windows 'illegal operation' message.
Symptoms: game starts up normally (splash screen), then minimizes itself (again, 3.6.0 did this as well in D3D mode). Upon restoration the screen goes white, then it crashes.
(Stack dumps, dxdiag output, etc have been omitted to save space; I can upload them somewhere tomorrow if needed. Pity I can't toss it into gdb and get you a core and a real stack trace.)
Errorlog:
fs2_open_d-T365 caused an Access Violation in module d3d8.dll at 001b:00285c1b.
Exception handler called in Freespace 2 Main Thread.
Error occurred at 12/24/2004 03:18:42.
F:\Games\Freespace2\fs2_open_d-T365.exe, run by ben.
2 processor(s), type 586.
511 MBytes physical memory.
Read from location 00000000 caused an access violation.
Last few lines from fs.log:
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 128
Got event GS_EVENT_TEAM_SELECT (49) in state NOT A VALID STATE (49)
Loading 2_ChoosePilot-m.pcx for the first time.
MEMLEAK DEBUG: lock pcx
cf_get_file_list_preallocated looking for type=28, filter="*.pl2"
cf_get_file_list_preallocated looking for type=28, filter="*.plr"
Loading 2_ChoosePilot.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_CPB_060002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
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:welcome:
That is the first I have heard of that happening. Have you tried to reinstall freespace? What graphics card are you using?
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There are graphical artifacts at the end of thruster plumes. Those artifacts are visible at the end of effect. This happens with thrusters from mediavp's as well as our custom thrusters.
Artifacts (http://koti.mbnet.fi/fury/misc/artifact.jpg)
I have seen this happen with earlier CVS builds as well.
I've got Radeon 9800XT with Catalyst 4.12's, happened with 4.11's too. This happens in both D3D and OGL modes.
I noticed that the artifact is always at the end of effect file's resolution. In other words, smaller thruster plume but same resolution, the artifact is at the same point.
I'll post a bug report to mantis later.
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@Ranavin:
Load times are dependant on the number of textures and cmdline options used. The new MediaVP makes heavier use of glow and shine maps as well as animations. Other loading changes intale modifications to the load bar to more acurrately reflect load times and not unloading textures unless they are not going to be used. Since the textures aren't unloaded unless they are not used for that mission the last 80% of the load bar will move pretty fast if you are reloading a mission or moving between similar missions.
The OGL popup problem is known but it looks to be a driver problem. It only appears to be a problem with Radeon cards but I'm trying to figure out what change is needed to fix it. There is nothing strange going on with the code and neither OSX nor Linux Radeon users have reported a similar problem so it's likely a Windows only thing. It's being looked in to.
For the D3D crash, try starting the game in a window and see if you still have a problem. A bug in D3D (only showed up after 3.6) makes it impossible to switch between a minimized and fullscreen modes. You can also try disabling movies and see if that helps.
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bah, double post.
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since I'm an uber-cheater I like to use juggernaut beam cannons. I'm playing mission 5 of FSPort and I take out all 4 freighters in one blast. then, fps drops down to 5.5 and freezes. :wtf: guess you guys are right. intel celerons are pretty s****y. :welcome: Ranavin!
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Mr.Fury's bug looks like a problem with the files themselves. Another thing to check out...
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I don't know if 3.6.5 mediavp's have different thruster effects than 3.6, but the bug is reproducable with 3.6 mediavp thrusters as well as our own. As far as I can tell, right edge of the files are completely empty (black) where the artifacts show up in-game.
Col. Fishguts has also confirmed the bug is reproducable on his system and he's seen nothing wrong with the files either.
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actually, i played 3.6. it looks like different effects...
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Originally posted by Mr. Fury
I don't know if 3.6.5 mediavp's have different thruster effects than 3.6, but the bug is reproducable with 3.6 mediavp thrusters as well as our own. As far as I can tell, right edge of the files are completely empty (black) where the artifacts show up in-game.
Col. Fishguts has also confirmed the bug is reproducable on his system and he's seen nothing wrong with the files either.
You're sure it's not TBP's engine effects? (ie EVERYTHING is 0 at the end of the file)
Edit: The other thing it looks like it could be is that the file is looped...ie, one end of the thruster is showing up at the other end of the file in a 1-pixel misalignment. I'm not well-versed enough in graphics though to know.
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Well, I just played another few missions. The Psamtik's weapons are ohsoshiny, and I love the new jump point model.
@redmenace: This is starting with a fresh install of FS2-1.20, and the vidcard is a Radeon 9200.
@taylor:
Load times: The thing that surprised me was that 3.6.5 takes so much longer than 3.6.0, even with zpack and the same command line for both. Is this because 3.6.0 wasn't properly/completely loading the 3.6.5 zpack?
D3D Crash: I'll try it windowed and sans movies as soon as I figure out how. If the problem is the minimized->fullscreen transition, perhaps there's a way to stop it from doing that?
[UPDATE]
Running without movies doesn't help matters.
Running it windowed works fine.
Can't figure out how to stop it from minimizing when it starts, sticking with OGL for now.
@Cobra: Mounting Juggernought beams on a fighter? I'm going to have to try that.
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it's called force loading. you activate cheat mode and hold down `and zero or `+ shift + zero and you go backwards and go to BFGreen. if you want to see it in external, zoom all the way out, it's blinding.
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I was actually thinking in terms of editing the TBLs; your way sounds better, tho.
[UPDATE]
THE POWER FLOWS THROUGH MY VEINS! ALL IS AS DUST BEFORE ME!
Erm. That is to say, I did some experimentation and the BFRed seems to be the Shivan superdreadnought beam, and somewhat more powerful than the BFGreen (which I'm guessing the the weapon used by the Colossus). Both of them, however, are more than capable of bisecting a frigate. It's quite addictive.
I also just had my first out-of-memory. Halfway through mission 4 it died; I checked and FS2O had allocated over 600mb! Perhaps it's time to disable some of the more memory-intensive VPs.
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Originally posted by WMCoolmon
You're sure it's not TBP's engine effects? (ie EVERYTHING is 0 at the end of the file)
Like I already said, the thing is reproducable with 3.6 mediavp thruster effects and our own.