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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: taylor on February 08, 2005, 01:13:47 am

Title: 20050208 build - for Windows
Post by: taylor on February 08, 2005, 01:13:47 am
This is the same as the Linux build except that it's for Windows.  This is the first post merge build so be on the lookout for new bugs.  There were quite a few networking changes needed to be crossplatform so be sure to check that multiplayer works as expected and with other builds.  This does not include the D3D shinemaps fix from Bobboau.

This build should fix the memory related crashes but I don't know if it gets all of them.  Also the music VP related crashes should be fixed but it needs testing to know for sure.  This build is current CVS only and contains no other in-testing code.

The DevIL dlls are no longer needed as the decoders are built in now.  Please take note of any TGAs and/or JPGs that stop working and report them (filenames, model used on, where to get for testing purposes).


*UPDATED*

 - A few more memory related fixes are in it.
 - Some OpenGL VBO speedups and hopefully the crash is fixed too.
 - The problem Tolwyn reported with MAX_BUFFERS_PER_SUBMODEL should be fix.
 - The in-cockpit thing should work for OGL now but that's not really tested very much.
 - A proposed OGG fix is here but I don't now how likely it is to fix anything.

Not sure what the lockup problems are yet but see if you get the same thing with this build.

http://icculus.org/~taylor/fso/testing/20050212-win32.zip

Added to the website.//redmenace
Title: 20050208 build - for Windows
Post by: Alpha0 on February 08, 2005, 03:06:13 am
Taylor, I have tried your build to check if the mv_music.vp problems were still there. Testing using the mission "Rites of Passage" from Derelict - my favorite test mission for anything, I found out that there are still issues with ogg support. FS hangs at the beginning of mission loading. No error messages, it just looks as if it is going in an endless loop. The Numbers soundtrack is used. I also tried the main campaign mission "The Sixth Wonder", editing the Soundtrack from Leviticus (no oggs present) to Joshua (almost half of the music is ogg format) and this caused an illegal operation crash at beginning of mission load. The related message from the errorlog is "Read from location 00000000 caused an access violation". The same happens with the campaign mission "Return to Babel", which uses Revelation as its soundtrack.

I will try to play a bit with the code and the debug build, as I feel something is not right with the ogg_mmio_seek callback. I will post back if I discover anything.

Having said that, this build appears to be more solid and stable than anything else so far, aside from the mv_music.vp issues. I take this opportunity to say that there has been some exceptional work going on in this project and everyone involved should be proud of it. Keep up the good work guys.
Title: 20050208 build - for Windows
Post by: phatosealpha on February 08, 2005, 05:29:30 am
Well, I'm having issues too.  About 30 seconds to a minute into any mission, FSO locks up in this build.

Also, I'm noticing the loadout screen has become extraordinairly picky about where you click the loadouts.  It took me 5 tries to pick up stilletto, and it's never done that before.  Not sure if it's just very finicky about where you pick it up or if it's just not responding most of the time though.
Title: 20050208 build - for Windows
Post by: vellanet on February 08, 2005, 05:34:59 am
I'm also having lockup isssues
Title: 20050208 build - for Windows
Post by: taylor on February 08, 2005, 12:53:13 pm
For the lockup problems, what cmdline options are you using?  Are you testing with or without the music VP?  Post your error.log file entries too (just the top 7 or 8 lines from the last crash entry will be enough).
Title: 20050208 build - for Windows
Post by: Alpha0 on February 09, 2005, 01:08:14 am
After some more thorough testing and experimentation with the new build and code, I have two observations to make:

1. Unfortunately my earlier statement about stability seems to not be correct. I also experienced quite a few lock-ups at various points, always in-mission. Only way out when this happened was to terminate FS with Task Manager. The thing is, I did not have anything like that happening the first time I tested. I guess I was lucky the first time. The command line options I use are -glow -jpgtga -fov 0.39 -ambient_factor 80 -env -alpha_env -fps. I was testing without the music vp at that time.

2. I believe I've found a pattern regarding the music vp issue, after experimenting with the source code and changing the return of the ogg_mmio_seek() callback to -1 in ogg.cpp: Lets assume that I have two missions, A and B. Mission A has a soundtrack containing oggs, while mission B has a soundtrack containing only wav files (according to mv_music.vp). When I try to load mission A immediately, it crashes. But if I load mission B first, which is using only wav, exit mission and then try to load A, everything goes well and ogg music plays perfectly. In fact, once I have loaded mission B first, I can load as many ogg soundtrack missions as I want, no problem. I am not sure why this happens, my understanding of the sound code is really very limited, but someone more acquainted with it could probably deduct something.
Title: 20050208 build - for Windows
Post by: WMCoolmon on February 09, 2005, 11:39:46 pm
In debug builds, I get a 'stack around bit_16 corrupted'  message; the function is unpack_pixel, when bm_lock_ani is trying to lock the cursor. I've looked through the function but can't see anything obvious; the only thing I can come up with is that in  convert_24_to_16(), bm_set_components takes a ubyte pointer, and bit_16 is cast to it.

The error seems to occur in both D3D and OGL, and I can't continue past it.
Title: 20050208 build - for Windows
Post by: taylor on February 10, 2005, 08:18:03 am
Ignoring the OGG problem for a moment, when does the freezing tend to occur?  Is it random or always in a particular place?


@WMCoolmon:  Are you using 16 or 32 bit color in the Launcher?  If it doesn't happen when you select 16-bit then I know what the problem is.  I made a change with the Linux merge which probably caused this for D3D but should have always happened for OGL.  bm_set_components() has 16 and 32 bit versions but convert_24_to_16() assumes that it's only getting a 16 value sent back when it could be 32.  There was a change that someone made to the BM_SELECT_*_FORMAT() functions that forced it to use the 16bit version.  I'll have to check to know for sure but this should be as easy as making a bm_set_components_32() for 32-bit stuff and having bm_set_components() be 16bit only.  I'll go a ahead and do that today.
Title: 20050208 build - for Windows
Post by: Alpha0 on February 10, 2005, 08:56:24 am
Freezing occurs randomly for me. It has happened at various missions, sometimes a minute into the mission, sometimes after quite a while. The only thing I am sure of is that it happens only during mission, not at menu screens. What I also noticed is that whenever it happened, it was just before executing an event, mostly a new wing/ship entrance. Unfortunately nothing gets registered in errorlog.txt at the time of the lock-up, so I can not be any more specific than this. I guess it is time to fire up the debug build and see if anything happens there.
Title: 20050208 build - for Windows
Post by: WMCoolmon on February 10, 2005, 06:56:59 pm
Taylor: Yep, 16-bit mode fixed it.
Title: 20050208 build - for Windows
Post by: taylor on February 10, 2005, 08:00:54 pm
Quote
Originally posted by WMCoolmon
Taylor: Yep, 16-bit mode fixed it.

Ok, I made change in CVS earlier so I think that will take care of it from now on.   I never noticed it before with OGL but thought it would likely be a problem.  Kinda curious as to whether or not it caused other weird issues too.  It was actually wrong in the original source release believe it or not.  Looks like someone tried to fix it later but they did a crappy job of it.

bm_get_components() has the same issue but it's only used in the neb.cpp code and that assumes 32-bit anyway.  I hadn't planned to fix that one but if you think it could be needed in other code I'll go ahead and make the change to that as well.
Title: 20050208 build - for Windows
Post by: Trivial Psychic on February 10, 2005, 10:04:56 pm
I'm getting lockups in this build too.  I was playing TBP Raider Wars and it locked up just as a friendly ship turned hostile, LOCKUP.  The music continued to play in the background, which is reminiscent of an old bug I used to have, where it would lockup on me.  Dropping from AGP 4X back to 2 or 1X, or more recently 8X back to 4X, seemed to solve that problem (as well as others).  However, I'm currently running in 4X so its not that problem.

Later!
Title: 20050208 build - for Windows
Post by: Tolwyn on February 11, 2005, 02:11:17 pm
Hmm, with the recent build a problem showed up, which I can not explain. One of our older models uses a lot of textures, but it worked flawlessly with all builds... up to this one. I am sure, that we have less than 16 maps used, maybe exact 16, but surely no more, since everything else would cause an immidiate CTD. Here is the error message

Quote
Error: Submodel detail1 on model TCS_Tallahasse-class.pof has more than 16 textures.
Find a high-limit build or remap the model.
File:U:\src\cvs\fs2_open.linux\code\Model\ModelInterp.cpp
Line: 5300

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------


Taylor's build fs2_open_r-T365.exe works flawlessly.
Title: 20050208 build - for Windows
Post by: taylor on February 11, 2005, 04:16:53 pm
Quote
Originally posted by Tolwyn
that we have less than 16 maps used, maybe exact 16, but surely no more

The error message got moved to a slightly different place but the logic wasn't changed to compensate.  Because of that the test will fail if you use exactly 16 textures.  Uber simple to fix and thanks for pointing it out as I don't think anyone else would have noticed until after the next official build.
Title: 20050208 build - for Windows
Post by: WMCoolmon on February 11, 2005, 08:32:47 pm
Taylor, is your OGG code in CVS? I ran into a crash error involving the OGG code, the relevant section is:
Code: [Select]
cfp = mmioOpen(fullpath, NULL, MMIO_ALLOCBUF | MMIO_READ);
mmioSeek( cfp, FileOffset, SEEK_SET );

if ( cfp == NULL ) {
goto OPEN_ERROR;
}

if(!strnicmp(pszFilename + strlen(pszFilename) - 3, "ogg", 3))
{
Assert(true);
}

//Try to open the OGG
if(!ov_open_callbacks(cfp, &m_ogg_info, NULL, 0, mmio_callbacks))
{


The problem is that OGG seeks to the beginning of the file and then reads (I think).

Another problem is that in line 592 of Neb.cpp, I added a call to jpeg_read_header to handle nebula images in JPG format - or so I thought. Apparently img_cfp is NULL at the start of the call, triggering an assert.

Both of these are in debug mode, running The Great Hunt from the techroom. I've got the mediaVPs installed.

Edit: I think this also needs to be changed, its a little ways down the same function, in case a specified file isn't an OGG or a WAV file.
Code: [Select]
// Skip the "RIFF" tag and file size (8 bytes)
// Skip the "WAVE" tag (4 bytes)
mmioSeek( cfp, 12, SEEK_CUR );


That seek call is actually a modified version from the CVS file, as there's already a seek to the FileOffset (see above code sample) for the OGG code.

Edit 2: Okay, belay that. :p Turns out that causes problems when an OGG isn't found, because it seeks to the start of the file. :doubt:
Title: 20050208 build - for Windows
Post by: taylor on February 11, 2005, 11:00:42 pm
Quote
Originally posted by WMCoolmon
Taylor, is your OGG code in CVS? I ran into a crash error involving the OGG code, the relevant section is:

The problem is that OGG seeks to the beginning of the file and then reads (I think).

Yeah I got everything in, except what I'm testing now.  I was taking another look at it and I think we maybe need to test just using CFILE rather than mmio.  Another mmio test is to split that initial seek to FileOffset in order to have an ogg specific version.  That way have have the initial set setup for OGG already using ogg_raw_seek(), before the ogg_info() call.  Using CFILE we can get around that because CFILE manages all of that for us.  The only issue will be the performance cost for doing that.  I'd rather try getting mmio to work first though.  Another option is to just make it non-seekable but that's imposing some limits and would be more work for us.  I'd almost rather go with CFILE than do that.

For now that seek thing seems to work.  I played through The Great Hunt twice in two different loads with a reload in each without issue.

Quote
Another problem is that in line 592 of Neb.cpp, I added a call to jpeg_read_header to handle nebula images in JPG format - or so I thought. Apparently img_cfp is NULL at the start of the call, triggering an assert.

Crap.  Yeah I forgot to add the check and get the right filename if it's NULL.  I'll get that fixed right away.
Title: 20050208 build - for Windows
Post by: WMCoolmon on February 12, 2005, 04:54:22 pm
Well, I already did the non-seekable thing. That was what my last major change to the OGG code did.

I'd rather not go with CFILE, if at all possible, it'll just slow things down.

The problem is that OGG doesn't seem to care about where the pointer is set when it gets the handle, if it can seek; it just seeks to the beginning of the file that music is stored in. If that's a VP, then that causes problems. (Are you testing with mv_music.vp, or individual OGG files?)
Title: 20050208 build - for Windows
Post by: taylor on February 12, 2005, 05:32:23 pm
I'm using mv_music.vp.  I'm updating this build and we'll see if that seek change has any affect.  I works for me but the last change seemed to as well so I'll wait to pass judgement on the fix until someone else gives it a try.
Title: 20050208 build - for Windows
Post by: Setekh on February 12, 2005, 06:47:48 pm
This build is pretty good for me taylor, cheers. :nod:

Hey vellanet, welcome to HLP. :)

:welcome:
Title: 20050208 build - for Windows
Post by: EVOSteven on February 12, 2005, 11:06:21 pm
I get a hang up around the 3rd bar on the loading screen, i have -spec -glow -rlm -dualscanlines -ship_choice_3d -orbradar -3dwarp -ballistic_gauge -smart_shields -mpnoreturn on. Ill try a debug build and see what it says.

I did a debug and i got some stuff like


Wokka!  Error opening file (difficulty.tbl)!
Unable to parse 'difficulty.tbl'!  Code = 5.
Loaded modular ship table file ships.tbl
cf_get_file_list_preallocated looking for type=7, filter="*-shp.tbm"
Wokka!  Error opening file (hud_gauges.tbl)!
Unable to parse hud_gauges.tbl!  Code = 5.
cf_get_file_list_preallocated looking for type=7, filter="*-hdg.tbm"

and

ML 02/12 22:09:30~   Invalid socket id passed to nw_NewCloseSocket() -- -1

ML 02/12 22:09:30~   Invalid socket id passed to nw_NewCloseSocket() -- -1

ML 02/12 22:09:30~   Invalid socket id passed to nw_NewCloseSocket() -- -1

ML 02/12 22:09:30~   Invalid socket id passed to nw_NewCloseSocket() -- -1

ML 02/12 22:09:30~   Invalid socket id passed to nw_NewCloseSocket() -- -1

ML 02/12 22:09:30~   Invalid socket id passed to nw_NewCloseSocket() -- -1

ML 02/12 22:09:30~   Invalid socket id passed to nw_NewCloseSocket() -- -1

ML 02/12 22:09:30~   Invalid socket id passed to nw_NewCloseSocket() -- -1

ML 02/12 22:09:30~   Invalid socket id passed to nw_NewCloseSocket() -- -1

ML 02/12 22:09:30~   Invalid socket id passed to nw_NewCloseSocket() -- -1

ML 02/12 22:09:30~   Invalid socket id passed to nw_NewCloseSocket() -- -1

ML 02/12 22:09:30~   Invalid socket id passed to nw_NewCloseSocket() -- -1

dont know if that has to do with anything, hope it helps
Title: 20050208 build - for Windows
Post by: Taristin on February 12, 2005, 11:22:49 pm
I got a hang up in clash of the titans II...

But I found that my Ares has a working cocpit :D
Title: This Build Temporarily Broke My Video Card
Post by: Gregster2k on February 12, 2005, 11:29:40 pm
Three things
1. The HUD now works in OpenGL with Show Ship on.
2. The Perseus cockpit is now off center and the eye point is too close to the front
3. I encountered in JAD Mission 3 (Inferno) an extremely nasty "polygon stretch" effect that effected all ships...including ones that were involved in mission when I viewed them in the techroom! Then I clicked on PVFr Ma'at and the screen went green and corrupted, and I had problems getting FS2 to shut down. Then I noticed that Windows was slow as if it is before it runs the GART AGP tests first time radeon drivers are installed. I ran the Direct3D tests in DirectX Diagnostics: My worst fears were confirmed.

It couldnt even create a Direct3D backbuffer anymore, even though I was running FS2Open in OPENGL.

This build disabled my video card's entire 3D subsystem. I ran Freelancer and it was completely black. No rendering. Every other game was the same way.

I rebooted, crossed my fingers, and well the video card is fine now. But this scared the heck out of me.

FOR OBVIOUS REASONS I will *NOT* even ATTEMPT to replicate this (sorry, beta testing isn't worth buying new video cards. you can never be too careful.) I'm going back to the Cumulative Build, the last build I ever tried that was safe for me.

VIDEO CARD: ATI Radeon 9800 Pro
Title: 20050208 build - for Windows
Post by: WMCoolmon on February 13, 2005, 02:42:15 am
Has anyone been having trouble with seemingly-random freezing mid-mission?
Title: Re: This Build Temporarily Broke My Video Card
Post by: taylor on February 13, 2005, 07:32:33 am
Quote
Originally posted by Gregster2k
2. The Perseus cockpit is now off center and the eye point is too close to the front

That's the hi-poly one right?  The new one with glowpoints or the older one?  I haven't noticed this but I don't think I've tried with the glowpointed one yet.  Could be code releated but then it should affect all ships.

Quote
3. I encountered in JAD Mission 3 (Inferno) an extremely nasty "polygon stretch" effect that effected all ships...including ones that were involved in mission when I viewed them in the techroom! Then I clicked on PVFr Ma'at and the screen went green and corrupted, and I had problems getting FS2 to shut down. Then I noticed that Windows was slow as if it is before it runs the GART AGP tests first time radeon drivers are installed. I ran the Direct3D tests in DirectX Diagnostics: My worst fears were confirmed.

Holy crap dude!  Anyone else having this problem?  I've been testing this build for the past 3 days without issue.  There are a few D3D changes to try and fix the ALT-TAB crash but they didn't help much.  Those should only be used when running D3D though and never be used in OpenGL mode.  Even so it shouldn't cause problems like this.  I'll go over everything just to make sure that there isn't an obvious problem.  I am going to update the current build without those D3D changes though, just in case.

And what driver version are you running?  If anyone else has this problem please say so as quickly as possible.

Quote
Originally posted by Raa
I got a hang up in clash of the titans II...

Ok, I'll try with that one and see what happens.  If I can get it to hang in Linux it would be easy to figure out why and where.  Does it happen in any particular place?  OGL and/or D3D?  (can't use D3D in Linux which why I want to make sure)

Quote
Originally posted by WMCoolmon
Has anyone been having trouble with seemingly-random freezing mid-mission?

Quite a few people have reported that in the past couple of builds.  Are you getting it now too?  I still haven't been able to recreate it.  I think the general consensus is that it only happens in-mission (at random times, may depend on mission), it coincides with an event change and seems to happen in both D3D and OGL.  I only remember hearing about this after the Linux merge.
Title: 20050208 build - for Windows
Post by: Taristin on February 13, 2005, 09:48:36 am
Just hung up in the techroom, while I was looking at the Ares. I had just taken a screenshot, (In D3D mode) and then rotated the ship, and it froze...

And come to think of it, I think it froze in mission shortly after pressing printscreen, too. :wtf: Hm...

I'll check a bit more.
Title: 20050208 build - for Windows
Post by: WMCoolmon on February 13, 2005, 11:31:50 am
It happens fairly consistently in a mission in STL: Origins. actually. I've tried debugging but haven't really gotten anywhere.
Title: 20050208 build - for Windows
Post by: taylor on February 13, 2005, 01:00:09 pm
Quote
Originally posted by WMCoolmon
It happens fairly consistently in a mission in STL: Origins. actually. I've tried debugging but haven't really gotten anywhere.

Don't suppose you have a link to Lightspeed's nebula anywhere?  They don't seem to be on his site anymore and no other link I've found works. :(
Title: 20050208 build - for Windows
Post by: mrduckman on February 13, 2005, 10:38:28 pm
My report :)
I've tried this build on a P4 2.8Ghz, GeforceFX 5200 and 1Gb RAM.
DX9b too.

So far, no big issues. With all the separate VPs, aseffects.vp seems to expose a bug. It happened when I wanted to load the mission Lion at the door. I had to remove the vp to continue playing.
It would seem that the retail version doesn't write an error log anymore.

Here's the output of the screen it showed:
Error: Can't open file
File:U:\src\cvs\fs2_open.linux\code\Model\ModelRead.cpp
Line: 1613

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

Memory usage is a bit better. At least I have a 126Mb of free memory.
If you like, I'll post all this in mantis.
I'll keep checking more stufff. Let me know if you need anything else.
Title: 20050208 build - for Windows
Post by: mrduckman on February 13, 2005, 10:53:22 pm
Oh. I didn't check if someone told this before, but it would seem that the mission breifings don't automatically continue. I have to fast forward it, "rewind" it and skip to the next part of the breifing.
I'll see if this isn't something of the vps.
Title: 20050208 build - for Windows
Post by: taylor on February 14, 2005, 07:05:08 am
Quote
Originally posted by mrduckman
Here's the output of the screen it showed:
Error: Can't open file <cruiser03x.po**gt
File:U:\src\cvs\fs2_open.linux\code\Model\ModelRead.cpp
Line: 1613

That's ones of those models that's in Lightspeed's shine pack.  The same ships.tbl is used in the MediaVP (mv_aseffects.vp) but not all of the models are there.  It's a known bug with the MediaVPs.

See if the mission breifing thing matches a Mantis bug (250).  It's not exactly the same but take a look.  I've tried repeatedly to reproduce that bug on multiple systems without success so I'm not sure what is happening there.
Title: 20050208 build - for Windows
Post by: karajorma on February 14, 2005, 11:40:29 am
Can't open file cruiser03x.po**gt (http://www.hard-light.net/forums/index.php/topic,29938.0.html)
Title: Re: Re: This Build Temporarily Broke My Video Card
Post by: Gregster2k on February 14, 2005, 04:48:34 pm
Quote

SUBJECT: GTF Perseus that had weird offcentered cockpit

Taylor: "That's the hi-poly one [GTF Perseus] right?  The new one with glowpoints or the older one?  I haven't noticed this but I don't think I've tried with the glowpointed one yet.  Could be code releated but then it should affect all ships."

-----

SUBJECT:  The Polygon Stretch Corruption then Green Garbage not to mention DirectX itself being taken out temporarily...

Taylor: "Holy crap dude!  Anyone else having this problem I've been testing this build for the past 3 days without issue.  There are a few D3D changes to try and fix the ALT-TAB crash but they didn't help much.  Those should only be used when running D3D though and never be used in OpenGL mode.  Even so it shouldn't cause problems like this.  I'll go over everything just to make sure that there isn't an obvious problem.  I am going to update the current build without those D3D changes though, just in case.

And what driver version are you running?  If anyone else has this problem please say so as quickly as possible."


RESPONSE TO #1: The glowpointed version is what I believe I am using at this time. No idea about standard. Again, unless I can be assured of no long or short term damage to my card from stretched polys, green garbage, complete system slowdown and complete disabling of my AGP capabilities on my ATI card requiring a system reboot, that they are SAFE and won't damage the card...

:shaking:

The fact that a PROGRAM took out my DirectX/AGP entirely (could do 2D but not 3D) is quite disconcerting, considering FS2_Open was NEVER designed to DO that... :ick:

...unless you have militant monkey viruses in your code base or something...jk :D

RESPONSE TO #2: Driver version is the latest ATI Omega Drivers v2.5.97a. They rule.

------------------

NOTE: I did read somewhere I believe on the glowpoint thread that the Perseus HTL model has some sort of "Triangle of Death" or something like that, perhaps the Perseus is at fault and not the game.

My issue occurred under these graphical-related specifications:
Video Card: ATI Radeon 9800 Pro 128MB DDR with ATI Omega Drivers version v2.5.97a

AGP Fast Writes: DISABLED to improve system stability at no cost to performance

Flags:
-spec -glow -jpgtga -pcx2dds -ship_choice_3d -targetinfo -orbradar -3dwarp -ballistic_gauge -snd_preload -mpnoreturn -fps  -ambient_factor 72 -allslev -fov 0.75

Mission:
Just Another Day Campaign: Mission 3 (Inferno)

Screen Resolution/Mode:
1280x1024x32, OpenGL

Fly with the Perseus model:
GTF Perseus Glowpointed from the Little Things Bugging Me Thread

Use external view, fly around and target things
Title: 20050208 build - for Windows
Post by: taylor on February 14, 2005, 05:39:40 pm
@Gregster2k:  It shouldn't cause any real damage to your card.  Just some driver issue maybe and a restart should fix that.  It's your gear though and "use at your own risk" does apply.  If no other recent builds give you this same problem then try and stick with those for the time being or use D3D.  I'm mixing VBO and non-VBO buffers in this new code since it's faster with a size restriction but it may not be the best idea.  Your drivers/card may not like that so in the next build I'll go all VBO and we'll see if that makes the difference.  If you wanted to test this out you can use the -novbo cmdline option and it will avoid using any VBOs.  If that works then we'll know what the problem is.

I'm very surprised that you got the results that you did.  I keep seeing weird Omega related issues with OpenGL but it usually gets fixed pretty fast.  I think the newest is 2.6.0.5a which is based on 5.1.  May or may not make a difference if you wanted to upgrade.  Also give D3D a try.  I know you want get specmaps but at least see if you get any similar issues.  Although I've made changes to OGL rendering in this build I haven't touched D3D so it should be just like other builds.

I usually don't use the external view so I'll go back and test with that.  I'll try your same cmdline too just in case.
Title: 20050208 build - for Windows
Post by: Taristin on February 14, 2005, 06:18:40 pm
I tried to use it in Multiplayer mode, and it just flat out crashed when I clicked the flight deck image.
Title: 20050208 build - for Windows
Post by: mrduckman on February 14, 2005, 10:04:35 pm
Quote
Originally posted by karajorma
Can't open file cruiser03x.po**gt (http://www.hard-light.net/forums/index.php/topic,29938.0.html)


Thanks!

I'll try the zpack too. in the mission "Into the maelstrom" the game seems to hang. no log.. nothing. I'll see if it happens without vps
Title: 20050208 build - for Windows
Post by: mrduckman on February 14, 2005, 11:51:14 pm
Tested with and without media vps. This build seem to hang with no reason. Just crashes. not leaving error logs.
The debug build throws these:

C:\Games\FS2Open\fs2_open_T-20050212-dbg.exe -spec -glow -pcx32 -jpgtga -d3dmipmap -dnoshowvid -fps -stats  -allslev

fs2_open_T-20050212-dbg caused an Access Violation in module d3d8.dll at 001b:6d9d5c6b.
Exception handler called in Freespace 2 Main Thread.
Error occurred at 2/15/2005 02:44:32.
C:\Games\FS2Open\fs2_open_T-20050212-dbg.exe, run by anita.
1 processor(s), type 586.
1023 MBytes physical memory.
Read from location 00000000 caused an access violation.

Registers:
EAX=02f5b818 CS=001b EIP=6d9d5c6b EFLGS=00010246
EBX=00000000 SS=0023 ESP=0012f7d4 EBP=0012f7d4
ECX=00000000 DS=0023 ESI=001643c4 FS=003b
EDX=00164798 ES=0023 EDI=001643c0 GS=0000
Bytes at CS:EIP:
8b 01 5d ff a0 8c 00 00 00 cc cc cc cc cc cc cc


Warning: Couldn't fix up turret indices in spline path

Model: cruiser01x.pof
Path: $path02
Vertex: 1
Turret model id:13

This probably means the turret was not specified in ships.tbl
File:U:\src\cvs\fs2_open.linux\code\Ship\Ship.cpp
Line: 6702

Call stack:
------------------------------------------------------------------
    parse_create_object()    parse_object()    parse_objects()    parse_mission()    parse_main()    mission_load()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    WinMainSub()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816d4f()
------------------------------------------------------------------
Warning: Couldn't fix up turret indices in spline path

Model: cruiser01x.pof
Path: $path02
Vertex: 2
Turret model id:13

This probably means the turret was not specified in ships.tbl
File:U:\src\cvs\fs2_open.linux\code\Ship\Ship.cpp
Line: 6702

Call stack:
------------------------------------------------------------------
    parse_create_object()    parse_object()    parse_objects()    parse_mission()    parse_main()    mission_load()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    WinMainSub()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816d4f()
------------------------------------------------------------------
Warning: Couldn't fix up turret indices in spline path

Model: cruiser01x.pof
Path: $path02
Vertex: 3
Turret model id:13

This probably means the turret was not specified in ships.tbl
File:U:\src\cvs\fs2_open.linux\code\Ship\Ship.cpp
Line: 6702

Call stack:
------------------------------------------------------------------
    parse_create_object()    parse_object()    parse_objects()    parse_mission()    parse_main()    mission_load()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    WinMainSub()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816d4f()
------------------------------------------------------------------
Warning: Couldn't fix up turret indices in spline path

Model: cruiser01.pof
Path: $path02
Vertex: 1
Turret model id:13

This probably means the turret was not specified in ships.tbl
File:U:\src\cvs\fs2_open.linux\code\Ship\Ship.cpp
Line: 6702

Call stack:
------------------------------------------------------------------
    parse_create_object()    parse_object()    parse_objects()    parse_mission()    parse_main()    mission_load()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    WinMainSub()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816d4f()
------------------------------------------------------------------
Warning: Couldn't open texture 'THRUSTER01'
referenced by model 'fighter2t-03.pof'

File:U:\src\cvs\fs2_open.linux\code\Model\ModelRead.cpp
Line: 2640

Call stack:
------------------------------------------------------------------
    read_model_file()    model_load()    ship_create()    parse_create_object()    parse_wing_create_ships()    parse_wing()    parse_wings()    parse_mission()    parse_main()    mission_load()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()------------------------------------------------------------------
Warning: Couldn't open texture 'fighter06-02b'
referenced by model 'fighter06.pof'

File:U:\src\cvs\fs2_open.linux\code\Model\ModelRead.cpp
Line: 2640

Call stack:
------------------------------------------------------------------
    read_model_file()    model_load()    ship_create()    parse_create_object()    parse_wing_create_ships()    parse_wing()    parse_wings()    parse_mission()    parse_main()    mission_load()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()------------------------------------------------------------------
Warning: For ship 'GTF Hercules', detail level
mismatch (POF needs 5)
File:U:\src\cvs\fs2_open.linux\code\Ship\Ship.cpp
Line: 6592

Call stack:
------------------------------------------------------------------
    parse_create_object()    parse_wing_create_ships()    parse_wing()    parse_wings()    parse_mission()    parse_main()    mission_load()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    WinMainSub()    WinMain()    WinMainCRTStartup()------------------------------------------------------------------
Warning: For ship 'GTF Hercules', detail level
mismatch (POF needs 5)
File:U:\src\cvs\fs2_open.linux\code\Ship\Ship.cpp
Line: 6592

Call stack:
------------------------------------------------------------------
    parse_create_object()    parse_wing_create_ships()    parse_wing()    parse_wings()    parse_mission()    parse_main()    mission_load()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    WinMainSub()    WinMain()    WinMainCRTStartup()------------------------------------------------------------------
Warning: For ship 'GTF Hercules', detail level
mismatch (POF needs 5)
File:U:\src\cvs\fs2_open.linux\code\Ship\Ship.cpp
Line: 6592

Call stack:
------------------------------------------------------------------
    parse_create_object()    parse_wing_create_ships()    parse_wing()    parse_wings()    parse_mission()    parse_main()    mission_load()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    WinMainSub()    WinMain()    WinMainCRTStartup()------------------------------------------------------------------
Warning: For ship 'GTF Hercules', detail level
mismatch (POF needs 5)
File:U:\src\cvs\fs2_open.linux\code\Ship\Ship.cpp
Line: 6592

Call stack:
------------------------------------------------------------------
    parse_create_object()    parse_wing_create_ships()    parse_wing()    parse_wings()    parse_mission()    parse_main()    mission_load()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    WinMainSub()    WinMain()    WinMainCRTStartup()------------------------------------------------------------------
Warning: For ship 'GTF Hercules', detail level
mismatch (POF needs 5)
File:U:\src\cvs\fs2_open.linux\code\Ship\Ship.cpp
Line: 6592

Call stack:
------------------------------------------------------------------
    parse_create_object()    parse_wing_create_ships()    parse_wing()    parse_wings()    parse_mission()    parse_main()    mission_load()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    WinMainSub()    WinMain()    WinMainCRTStartup()------------------------------------------------------------------
Warning: For ship 'GTF Hercules', detail level
mismatch (POF needs 5)
File:U:\src\cvs\fs2_open.linux\code\Ship\Ship.cpp
Line: 6592

Call stack:
------------------------------------------------------------------
    parse_create_object()    parse_wing_create_ships()    parse_wing()    parse_wings()    parse_mission()    parse_main()    mission_load()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    WinMainSub()    WinMain()    WinMainCRTStartup()------------------------------------------------------------------
Warning: Couldn't open texture 'Shornetd'
referenced by model 'New_Qutrob.pof'

File:U:\src\cvs\fs2_open.linux\code\Model\ModelRead.cpp
Line: 2640

Call stack:
------------------------------------------------------------------
    read_model_file()    model_load()    weapons_page_in()    level_page_in()    freespace_mission_load_stuff()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    WinMainSub()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816d4f()
------------------------------------------------------------------
Warning: Null vector in vector normalize.
Trace out of vecmat.cpp and find offending code.

File:U:\src\cvs\fs2_open.linux\code\Math\VecMat.cpp
Line: 747

Call stack:
------------------------------------------------------------------
    vm_vec_normalize()    parse_tmap()    parse_bsp()    parse_sortnorm()    parse_bsp()    parse_sortnorm()    parse_bsp()    parse_sortnorm()    parse_bsp()    parse_sortnorm()    parse_bsp()    parse_sortnorm()    parse_bsp()    parse_sortnorm()    parse_bsp()------------------------------------------------------------------
Title: 20050208 build - for Windows
Post by: Trivial Psychic on February 15, 2005, 01:05:51 am
The 02-12 build locks up on me too.  Sorry Taylor, but I'm sticking with PhReAk's last build.  I hope that 3.6.6 won't suffer from this.
Title: 20050208 build - for Windows
Post by: taylor on February 15, 2005, 07:00:41 am
Quote
Originally posted by Trivial Psychic
I hope that 3.6.6 won't suffer from this.

It's not going to be release until this lockup problem gets solved.
Title: 20050208 build - for Windows
Post by: redmenace on February 15, 2005, 10:19:54 am
Has anyone noticed any problems with the Maxim as of late.
Title: 20050208 build - for Windows
Post by: WMCoolmon on February 15, 2005, 07:08:06 pm
Quote
Originally posted by taylor

Don't suppose you have a link to Lightspeed's nebula anywhere?  They don't seem to be on his site anymore and no other link I've found works. :(


I'm uploading a copy to Warpcore now, barring any problems with my internet, it should be done in ~10 min.

The mission I've noticed the lockups on is the one where the Prophecy and an SD Demon duke it out (While the PVC Something runs away)

Edit: Linkie - http://fs2source.warpcore.org/new365/ls_neb.exe
Title: 20050208 build - for Windows
Post by: WMCoolmon on February 20, 2005, 07:48:21 pm
I've also run into the freezing problem on the turkey-shoot mission of Derelict.

With command lines on:
- A Loki had done the explosion roll and was just about to blow up
- I was remote-viewing Tachyon wing from external view when the first pirate wing arrived
- I was remote-viewing the Haulian (I think), and I think the first set of pirates had arrived.

With command lines off:
- I got through most of the mission just fine, except Hercules fighters were invisible aside from engine glows; so when the last wing jumped in, the Haulian died. I rammed one of them twice, and the second time, on the rebound, FS2 closed.

Strangely enough it's the only mission I've run into it the freeze bug so far in Derelict.

Edit: Looks like it's caused by music (Didn't happen with -nomusic). I'll be testing w/o OGG music.
Title: 20050208 build - for Windows
Post by: taylor on February 21, 2005, 01:16:22 am
Quote
Originally posted by WMCoolmon
Edit: Looks like it's caused by music (Didn't happen with -nomusic). I'll be testing w/o OGG music.

May be why it's not hanging under Linux, no music.  I'll play with it more under Windows and see if I can find anything.
Title: 20050208 build - for Windows
Post by: Mongoose on February 21, 2005, 02:08:47 am
Quote
Originally posted by redmenace
Has anyone noticed any problems with the Maxim as of late.

As in, it doesn't work anymore? :p Yes, I've noticed that too; I'm using taylor's build from Jan. 3, and it's in there.  It's particularly annoying on the one mission in the campaign where your default loadout is just Maxims...not having any primaries puts a real damper on your dogfighting abilities. :p
Title: 20050208 build - for Windows
Post by: WMCoolmon on February 22, 2005, 12:25:41 am
Mongoose: Make sure you're not playing with mv_aseffects.

taylor: I tried another debugging route tonight and disabled the output window so I could get at the main thread directly. No luck. Apparently, it's stuck somewhere below multiple levels of NTDLL and Dsound.dll.
Title: 20050208 build - for Windows
Post by: Fractux on February 26, 2005, 10:56:35 pm
edit - This was already reported  -- ignore this (i just need to read mantis more often that's all heh... )

Nothing to see here folks move along...