Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Goober5000 on December 25, 2004, 08:22:09 am
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(http://scp.indiegames.us/img/dilbertscp.gif)
In order to meet the Christmas release deadline, we still don't have some stuff fixed. There are a few bugs, particularly in FRED, that we're working on. But as a bonus, we've fixed a bunch of old bugs and added a whole slew of new features. Merry Christmas. :)
Here are the links...
The installer (http://fs2source.warpcore.org/exes/FS2Open_3_6_5-Installer.exe), which includes everything you need to start from scratch or upgrade from a previous version.
For those who prefer to upgrade manually...
Freespace 2 Open v3.6.5 (http://fs2source.warpcore.org/exes/fs2_open_3_6_5.exe)
Freespace 2 Open v3.6.5 (debug build) (http://fs2source.warpcore.org/exes/fs2_open_3_6_5_debug.exe)
FRED2 Open v3.6.5 (http://fs2source.warpcore.org/exes/fred2_open_3_6_5.exe)
FRED2 Open v3.6.5 (debug build) (http://fs2source.warpcore.org/exes/fred2_open_3_6_5_debug.exe)
EDIT: These links are all dead. :( A new Windows build has been uploaded at http://scp.indiegames.us/builds/WIN/fs2_open_3_6_5.zip
Required DLLs (http://fs2source.warpcore.org/resources/devIL_dll_pack.zip) for extra OpenGL graphics support. Put them in the same folder as the EXEs.
Launcher v5 (http://www.randomtiger.pwp.blueyonder.co.uk/freespace/Launcher5.rar) (this is the same as the one for 3.6, so it doesn't need replacing if you already have it)
And don't forget the Media VPs (http://www.hard-light.net/forums/index.php/topic,28388.0.html) with all the neato graphics stuff.
Consult the Wiki (http://dynamic4.gamespy.com/~freespace/fsdoc/) (especially the SCP Manual (http://dynamic4.gamespy.com/~freespace/fsdoc/index.php/Freespace%20Source%20Code%20Project)) if you have any questions. If you can't find an answer there, then post here and someone should be along to help you out. If you find a bug, report it using Mantis (http://mgo.maxgaming.net/mantis).
And finally, an extremely incomplete list of the latest features...- Jump failure on Very Easy has been fixed (yes, we fixed it right after 3.6 was out but some people still don't know :p)
- New pilot code that should eliminate the techroom bugs
- Custom wing names (http://www.hard-light.net/forums/index.php/topic,28630.0.html)
- IBX caching for models
- Ogg support :nervous:
- Honestly, I forget most of the other fixes and features, but there's a lot of new stuff and I'm sure the coders will be more than happy to post updates in the thread.
Enjoy. :)
In order to stop much head scratching I ought to point out that the avi cutscenes won't play with this particular release. If you really want the cutscenes any newer build than this will rectify that problem. More recent builds may however contain other bugs. - Karajorma
Old 3.6 thread (http://www.hard-light.net/forums/index.php?topic=36296.0)
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Hey, are the features from Bob's latest build in this release?
Merry Christmas!
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Probably not. If they aren't in CVS, then they aren't in 3.6.5.
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ogg support???
w000000tage!!!!!!!!!!!! :D
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A last-minute (literally!) addition by WMCoolmon. :)
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now...only thing to make it perfect would be shadows :D
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Shadows are not going to be in CVS any time soon, so don't hold your breath. :p
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Originally posted by Singh
now...only thing to make it perfect would be shadows :D
Auugh! Resource-drain! :shaking:
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Already found a bug in the final builds which did not exist in the beta builds. Posted it to mantis. (A HUD bug)
And about OGG support, can it be used to replace all wavs without problems whatsoever? Is it recommended to keep wavs for backwards compatibility? Can ogg's be used to replace sounds, voices and music?
And since we can't use final builds due to the HUD bug, does 3.6.5 beta support OGG?
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Another bug: load times appear to be looong, especially when I click 'accept' in the briefing. It takes a long time to go into the main screen. But then it may just be because I got like 10 comm nodes in the mission, crammed on-screen at the same time. Along with some hi-poly maras too :nervous:
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i would guess that's it. load the terran gauntlet and see how long that takes.
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/me downloading it right now and pray that FRED 3.6.5 will be better than older versions
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and nope. it isn't.
Briefing bug still there, waypoint bug still there. Deimos still a ghost except it's turrets............yeah, pretty much the same.
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Fury: HUD bug will be fixed in a sec, I'm 99% sure I know why that is (My fault) and will have it fixed ASAP. (Literally, there should be a build in 10 minutes that fixes it.)
Re: OGG support, yes, it should do everything a .wav can.
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YAY!!! :)
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WMCoolmon, thanks. Please notify me where I can get compiled builds once you're done. :)
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Sure. Sorry for the delay, I'm making sure I compile it with *everything* the original release had, speech, full OpenIL support...and like most MS downloads, the Speech SDK is rather large. :doubt:
In the meantime, here's a little something to let you try out the new OGG music:
mv_music (http://fs2source.warpcore.org/mediavps/mv_music.exe)
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No problem at all. :)
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Originally posted by Mr. Fury
And since we can't use final builds due to the HUD bug, does 3.6.5 beta support OGG?
Nope. It was a last-minute thing, so it's only in this build (and future builds).Originally posted by Singh
Another bug: load times appear to be looong, especially when I click 'accept' in the briefing. It takes a long time to go into the main screen.
The high-poly Maras are the problem. It's not a bug; loading those Maras just takes a long time. The game generates an IBX file so that future loads should go much faster. (Anyone who distributes a high-poly model should also distribute an IBX file for this very reason.)Originally posted by WMCoolmon
Sure. Sorry for the delay, I'm making sure I compile it with *everything* the original release had, speech, full OpenIL support...and like most MS downloads, the Speech SDK is rather large. :doubt:
Is it all in CVS? I can run a build and upload it to warpcore in five minutes.
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Originally posted by Goober5000
Nope. It was a last-minute thing, so it's only in this build (and future builds).
Now this is scary, are you certain it works? :D
Edit: Just noticed the music part in WMCoolmon's edited post. I'll try it myself. :)
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Originally posted by Goober5000
Is it all in CVS? I can run a build and upload it to warpcore in five minutes.
Please. :) And replace the original 3.6.5 builds so we don't have a repeat of 3.6...
I acidentally activated my NEW_HUD stuff with the last CVS updated\ I made before the build.
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Well, maybe five minutes was a little too optimistic. ;)
The new builds have been uploaded. Same links as in the first post - the changed files are fs2_open_3_6_5.exe, fs2_open_3_6_5_debug.exe, and 3.6.5.zip. We have also heard from Fractux, so a new installer should be along shortly. :)
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Uh, did you update the files yet? Because I am still getting the same HUD problem.
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They're updated. :doubt: Ask WMCoolmon.
EDIT: Is it any better with this (http://fs2source.warpcore.org/exes/fs2_open_365fix.exe)?
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Be a little more specifc then, please.
The current builds should not have random HUD stuff appearing, the target/player ship images should be appearing, as well as the center mini, and the Escort list.
I just uploaded a new pair of EXEs which should fix the weapons-not-appearing code. That was because I typoed a return value check from -1 to -2, and apparently I only fixed the second instancel. I completely missed this in testing because the weapon code uses two different sets of code for fighters with one gun and fighters with two guns. :doubt:
Same download links.
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It's probably supposed to be a zip and not exe.
But anyway, it does not fix the HUD bug though.
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Originally posted by WMCoolmon
Be a little more specifc then, please.
If the problem is the weapons not showing up in the weapons list/crash in debug, it should be fixed with the very latest versions of the EXEs at the link.
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OK, I downloaded yet again after I noticed the last WMCoolmon's post. NOW it works. :)
Thanks.
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Ahh, finally...
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For those of you holding out for the Installer - hold out no longer!
http://www3.sympatico.ca/kbros/SCPinstaller/FS2Open_3.6.5-Installer.exe
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So many stickies... I missed this yesternight/ Nice.
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Should be in the Highlights.
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So should I upload the ibx of the mara then?
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Would it be possible to add a feature into the launcher where, after you've selected your mod directory (or none if you're not using one), you click this button and it automatically generates the cache directory and ibx files for all pofs either present in the models directory or in VPs? Obviously the pofs in a directory would take prescedence over those in a VP, as it should be. I have no idea if this is a simple, reasonable idea, or something so difficult to incorporate that simply including the ibx with new models is an easier approach. Thoughts?
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One more question about ogg. Does fs2_open executable handle decoding or is it necessary to have seperate ogg decoder installed?
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It's all built in to the EXE.
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Excellent. :)
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Originally posted by Singh
So should I upload the ibx of the mara then?
There's a VP with all the models in as IBXs but cause the HTL mara is new it won't be in there.
No doubt at some point the IBX.vp will be updated and it will be put in there.
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How you make ibx's without going through the trouble and making missions including all ships?
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cause I just used a mission with maras in it and I got the ibx? :P
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I think when look at them in the techroom an ibx will be generated. I could be wrong, though.
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Originally posted by Overlord
I think when look at them in the techroom an ibx will be generated. I could be wrong, though.
Nope. You're correct. Of course doing things that way involves editing the table file so that every ship is in the tech room and then starting the campaign again so it's not a huge improvement on just FREDding a mission.
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What's wrong with just letting them be generated as needed? :wtf:
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Because if you have a bunch of new models, it takes ages. It's better for the modeller to supply the IBX as well as the POF.
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Er, I mean how is it any different from going through the techroom and clicking through each one? If you're releasing a model you should have the .ibx anyways, if not, it only happens once for each ship.
For campaign/mediaVP releases I do see why you'd want it though. :p
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oh!!! I want to test this out! I cant wait to get home to DL it all!
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just for a goof:
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:wtf:
Are we bilingual now? :lol:
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no, i just found it ;)
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2 things:
1) How big are those file sizes, anyway? The file size for the release version of fs2_open after I had finished downloading it was about 3.06mb. Fred2_open's was 3.19mb
2) The file completed downloading, and I noticed it had no file icon. Shrugged, went to open it in the launcher, saw a blink of a command prompt window, and a popup from the launcher: "Fatal Error - Failed to read flag file."
Shrugging again, I went to open the file directly, it pops up a command prompt with no message in it. So, I open command.exe, navigate to the fs2 directory, punch in the filename, and I'm greeted with this message: "Program too big to fit in memory."
Identical results when I try to open the fred2 file.
My guess is the file was corrupted when I downloaded it. I'll re-d/l them again, but for future reference could you please, please, please put them in a bog-standard RAR file with no self-extractor garbage? (if that happens to be the case) I don't much care for downloading naked EXEs. :p
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http://fs2source.warpcore.org/exes/3.6.5.zip
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You can open the self-extractor with WinRar and extract them manually.
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No SFX, just uncompressed, un-RAR'd executables. And I thought you SCPers knew better. :P ;)
Anyways, muchos gracias, Goob.
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strange.....backgrounds appear to be not displaying in FRED......
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1. It can't play Homesick. It crashes whenever you press Commit.
2. If you press Alt-Tab to go on another thing it crashes. I always used it when I was testing a mission. Design mission---> Test ----> Find Error in Mission----> Alt-Tab----> Fix Error -----> Restart Mission ---> Test Again
Now I have to Design mission---> Test ----> Find Error in Mission----> Exit Freespace----> Fix Error---->Start Freespace -----> Go into Tech Room & mission Simulator---->Test Again
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Originally posted by kietotheworld
1. It can't play Homesick. It crashes whenever you press Commit.
Press Commit where? In the campaign screen? In the ready room? In the command briefing? In the regular briefing?2. If you press Alt-Tab to go on another thing it crashes. I always used it when I was testing a mission. Design mission---> Test ----> Find Error in Mission----> Alt-Tab----> Fix Error -----> Restart Mission ---> Test Again
Now I have to Design mission---> Test ----> Find Error in Mission----> Exit Freespace----> Fix Error---->Start Freespace -----> Go into Tech Room & mission Simulator---->Test Again
Yeah, that's annoying us too. We're working on it.
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Im curious, when you guys plan on the next BIG UBER release, wouldnt it be more "convienent" and "simpler" to get everything togeather in one File to install so users old and new wont get lost or confused installing the new SCPs?
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Sort of like the installer? (http://www3.sympatico.ca/kbros/SCPinstaller/FS2Open_3.6.5-Installer.exe)
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Regular Briefing.
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Strange... Its working Now...
Oh Yeah Before I forget, In FRED 2 Open the ships are all on the lowest detail level, the Orion looks a blue brick, yes even more than normal!
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How am I able to activate cutscenes in this release?
I've converted the movies to avi and placed them in my FS2 directory. 3.6 was able to play them and now they don't wanna show up.
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Didn't you add -dnoshowvid in the command line parameters ?
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I didn't add this parameter to the command line, so the playback shouldn't be disabled.
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:welcome:
We still have a few bugs in the movie code to work out. Try the build in the 12-30-2004 thread in the Recent Builds forum. It's the most up-to-date.
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If I try cloning a pilot, I get an immediate CTD. If I created a new pilot, and select it, I get a CTD. Why?
EDIT: It would probably help if I posted my specs too:
Windows XP SP1
FSO 3.6.5
Newest mediaVP
DX 9
Did I leave anything poetentially relevent out?
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Originally posted by Goober5000
We still have a few bugs in the movie code to work out. Try the build in the 12-30-2004 thread in the Recent Builds forum. It's the most up-to-date.
Thx for the welcome.
The recent build fixes the problem. Finally I am able to enjoy the latest FS2Open goodies. :D
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Originally posted by WMCoolmon
Sure. Sorry for the delay, I'm making sure I compile it with *everything* the original release had, speech, full OpenIL support...and like most MS downloads, the Speech SDK is rather large. :doubt:
In the meantime, here's a little something to let you try out the new OGG music:
mv_music (http://fs2source.warpcore.org/mediavps/mv_music.exe)
What does the mv_music.exe ?
And how to use it ?
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Put it in you main FS2 folder just like any other vp file.
AFAIK it is a touched up ogg version of the original.
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So there are an option for ogg support ine the fs2_open launcher ?
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I think you must alter the music.tbl from .wav to .ogg to activate ogg-playback (for new music not in the mv_music.vp). The vp has a new tbl already, but only for a few songs.
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Hem, Hem, what about the FRED issues?
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How did the music.tbl look like ?
I want to try something.
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Download the mv_music.vp and open it, now extract the tbl.
Or open the root.vp and extract the unaltered original tbl.
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Can anyone else confirm that ogg mainhall music crashes the game if the music is in a vp file?
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Well, using the current CVS, I have no problem.
Do you still have the problem with my latest build (http://dynamic4.gamespy.com/~freespace/forums/forumdisplay.php?s=&forumid=97)?
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I'll try it when I get off work, I tried taylor's latest build however.
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Tried your "A not-so-typical build" and it still crashes. Your "A typical build" simply refuses to even start.
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I'm trying to download the media vps from the Wiki (http://dynamic3.gamespy.com/~freespace/fsdoc/index.php?pagename=MediaVp) but I'm getting a 404: Not Found on all of the links. Is there another mirror that I can use?
Nevermind. I found it. :rolleyes:
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[size=huge]WHOOPS!!![/size]
Use the SCP website for all your downloading needs concerning the SCP. scp.indiegames.us
//fixed
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mv textures y mv zpack are wrong...
Allways said CRC FAILED...
Please re-up
Thanks a lot...
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wierd...This might happen when someone is uploading new versions.
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To help get some people started with the FS2 SCP on another forum, I set up a couple of torrents to distribute the necessary files and help save you guys bandwidth. Anyone else who can use the torrents may as well, too.
The SCP installer, latest build + latest media.vps
Download torrent (http://alluvion.org/download.php?info_hash=5639ea19a3961b0f0e02e660e19788266b753b02) (http://alluvion.org:81/download.php?info_hash=5639ea19a3961b0f0e02e660e19788266b753b02) (8 files; 125.91 MB)
View torrent stats (http://alluvion.org/stats.php?info_hash=5639ea19a3961b0f0e02e660e19788266b753b02)
(http://alluvion.org/qstats.php/5639ea19a3961b0f0e02e660e19788266b753b02)
The AVI versions of the cutscenes
Download torrent (http://alluvion.org/download.php?info_hash=c87085673ff9593bb921239f77e28ed637df5321) (http://alluvion.org:81/download.php?info_hash=c87085673ff9593bb921239f77e28ed637df5321) (10 files; 134.30 MB)
View torrent stats (http://alluvion.org/stats.php?info_hash=c87085673ff9593bb921239f77e28ed637df5321)
(http://alluvion.org/qstats.php/c87085673ff9593bb921239f77e28ed637df5321)
(These don't actually work with the 3.6.5 build as far as I can tell, but do with the CVS builds. Place them in the main FS2 directory.)
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That's useful. Mind if I link the second one in my FAQ? (The first one will probably change too often to make it worth directly linking it).
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I'll check with the tracker owner and get back to you in a day or two. (I just need to remember who runs it, there isn't any information on the main site, heh)
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Originally posted by karajorma
That's useful. Mind if I link the second one in my FAQ?
I can't find the tracker owner, but I think it's okay to add it. I don't know how long seeds will stay on it though.
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The BB screws up long links. see...
The SCP installer, latest build + latest media.vps
www.alluvion.org/download.php?info_hash=5639ea19a3961b0f0e02e660e19788266b753b02
AVI versions of the cutscenes
http://www.alluvion.org/download.php?info_hash=c87085673ff9593bb921239f77e28ed637df5321
You can get around it this way:
The SCP installer, latest build + latest media.vps
[url]www.alluvion.org/download.php?info_hash=5639ea19a3961b0f0e02e660e19788266b753b02[/url]
AVI versions of the cutscenes
[url]www.alluvion.org/download.php?info_hash=c87085673ff9593bb921239f77e28ed637df5321[/url]
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Is the base return actually in the link or does vB do that?
Odd.. o0
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Originally posted by karajorma
That's useful. Mind if I link the second one in my FAQ? (The first one will probably change too often to make it worth directly linking it).
I officially have permission for the Freespace 2 movies torrent to be posted in the FAQ. The only catch is that the torrent is automatically deleted if there is no seed on it for two weeks.
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Has anyone fixed that sobek model yet? The normals are inverted. That gets to be a royal PITA on certain campaigns....
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Unfortunately, I don't think so. Who converted it the first time? Raa? If memory serves, it's also got a floating turret or 4 on the nose.
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For everything but mv_music, yes. mv_music requires a recent build.
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Never.
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Try one of the Recent Builds. OGG support has been vurra annoying, continually developing new glitches and bugs.
General consensus is that since so much has changed since 3.6.5, there will be no 3.6.6
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Why don't you just check the flag that disables parsing errors?
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Why don't you fix the parsing errors. :wtf:
That is exactly why I wanted it mandatory in the first place.
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If the build you're using supports it, it'll show up in the Launcher. If not, then try getting a newer build.