Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: WMCoolmon on March 03, 2005, 01:42:45 am
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I merged my codebase with the current CVS tree, so I'm looking for bug reports. The skinning errors with the Lab (secret feature) are known.
http://fs2source.warpcore.org/exes/latest/C20050302.zip
Added to the website.//redmenace
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This will need to be updated. A hidden :v: bug snuck into my weapon button code, making the weapon scroll bars act all strange. It's been fixed in CVS. ;)
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Yeah, this build was built right after I commited my codetree into CVS. I'm interested in how many bugs were carried over, mostly, so I know which ones to try and fix.
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Originally posted by WMCoolmon
Lab (secret feature)
Tease.
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I don't know if this is a bug, or a "casual" freeze. In the (lab) secret feature after clicking one of the ships to see its LODS, the game simply froze and begun to emit this terrible, high-pitched sound. Obviously I had to reboot the whole machine, as none of the keys responded.
Oh and BTW, the same crash has occured only once before this. I think it was Featurez build, can't remember if it was the first build or it's update.
Any similar experiences, anyone ?
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I'm behind schedule testing :(
Gonna try this one tonight
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link would appear to be broken on this end at this time (9:22 PM Eastern)
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Hmm, the link is working for me...maybe Warpcore was having trouble.
starfox:
I'll go over the ship list code again. Do you remember what ship/LOD?
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crash ~5 seconds in-game. No error messages, no nothing. Just freezes. The music continues to play, but other than that, not much else...
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there is some sort of bug there, any time you select a ship and try selecting another one some model unloading code kicks in and screws something up, or something like that, it wasn't my bug and I figured you knew about it.
some sort of error in model_unload which somehow gets called from within Tree::DoMouseUp (I'm guessing some sort of whily function pointers are being used here) when ever you select a second ship
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hey WMC, update your code and update your build, I fixed that bitmap list error thing
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starfox:
I'll go over the ship list code again. Do you remember what ship/LOD?
WMCoolmon, if my memory unit serves me well (which may not)
I think the ship in question was bomber, I believe it was GTB Artemis D.H. But again, after a well-slept night one can not be completely sure.
Again, has anyone else encountered this apparently rare but most annoying...situation ?
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Another interface bug in the secret feature; when I try to collapsean entry in the ship list, the sides of the ship list window go completely vertical and I can no longer select (or close) the window. All clicks enact techroom-like rotation, regardless of the presence or absence of that window. Other windows aren't affected as far as I can tell though. Oh, and still no scrollbars on the ship list :p
And you also won't let me enter a negative value into ship fields which should be exclusively negative (ship position (z) comes to mind) so that probably needs to be tweaked as well.
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I don't know if this is a bug, or a "casual" freeze. In the (lab) secret feature after clicking one of the ships to see its LODS, the game simply froze and begun to emit this terrible, high-pitched sound. Obviously I had to reboot the whole machine, as none of the keys responded.
Oh and BTW, the same crash has occured only once before this. I think it was Featurez build, can't remember if it was the first build or it's update.
Any similar experiences, anyone ?
This is definetely getting serious, just inside 15 minutes I have experiences two more similar crashes. (BTW I was playing the Inferno for the first time, when it happened)
First time: I tried to enter techroom, or options. Result: Black Screen, no CTD, nothing. Except that terrible, continuous, high-pitced screech. If it were more than that, I'd swear my PC would become Shadow Battlecrab !
Anyway, second time: I was looking those lods again, still in Inferno-mod, This time it was Vasudan ship, since it was my first time, I can't really remember its name but it was fighter alright.
Result: Just like the above.
Should this be reported on Mantis ?
Before I go to sleep. FOURTH CRASH ! I entered the techroom, watched the LOD-0 of the Vasudan Destroyer (Inferno). Result: continuous beeeeeeeeeeee........going on forever. Something fishy is lurking on this build, something really fishy......
I'll check back tommorow. G'Night you'all
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Bugs with your recent builds (probably in this one as well). Ballistics seem to be broken or have been changed. When I put in the appropriete table entries (according to the Wiki) and ran your builds after a few seconds of displaying the start up screen the mouse cursor appears and FS2 does NOT start. After removing the ballistics stuff the build works fine however.
Oh and there are some major issues with the -show ship feature. Weapon effects, suns, etc, are all rendered on top of the shown ship (?) and collisions result in part of the displayed model sinking into the object being collided with.
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Greetings ! I may have found at least temporary fix to the Freeze-Reboot Bug I mentioned above. Here's how it goes:
Enter the WMCoolmon's Shiplab (Secret Feature), press "show ship" button and watch the Ship-LOD you like. When you are done and want to watch another ship, DO NOT jump straight on to the next ship. Instead CLOSE the current "show ship" window and open it up again, then take a look at the ship you like. Repeat this as many times as you like.
After this little trick I have not experienced a single crash. I know it's a little clumsy, but it the safe way. After all, who wants constants, forced reboots. So anyone who is suffering from this, feel free to try out.
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Must be related to the inability to collapse an entry in the ships list, actually, since it sounds like it's happening at the same time.
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This is what's basically going on when it freezes up. Does it every time for me when I click on a ship name, click on the LOD, click back on the ship name. This goes on for a while and it ends up in weird bmpman stuff as well at various points. It's usually about to kill my machine at that point though, using up over 2gig of memory.
Program received signal SIGINT, Interrupt.
[Switching to Thread 182895989184 (LWP 14801)]
0x00000000004ac088 in std::_Construct (__p=0x2ac6249000, __value=@0x2ab6248000)
at stl_construct.h:81
81 ::new(static_cast(__p)) _T1(__value);
Current language: auto; currently c++
(gdb) bt
#0 0x00000000004ac088 in std::_Construct (__p=0x2ac6249000,
__value=@0x2ab6248000) at stl_construct.h:81
#1 0x00000000004ac778 in std::__uninitialized_copy_aux<__gnu_cxx::__normal_iterator > >, __gnu_cxx::__normal_iterator > > > (__first={_M_current = 0x2ab6248000}, __last=
{_M_current = 0x2ab842f010}, __result={_M_current = 0x2ab8430010}) at stl_uninitialized.h:86
#2 0x00000000004ac611 in std::uninitialized_copy<__gnu_cxx::__normal_iterator > >, __gnu_cxx::__normal_iterator > > > (__first={_M_current = 0x2aa842f010}, __last=
{_M_current = 0x2ab842f010}, __result={_M_current = 0x2ab8430010}) at stl_uninitialized.h:112
#3 0x00000000004ac1f5 in std::vector >::_M_insert_aux (
this=0x7fbffff460, __position={_M_current = 0x2ab842f010}, __x=@0x7fbffff450) at vector.tcc:248
#4 0x00000000004abee4 in std::vector >::push_back (
this=0x7fbffff460, __x=@0x7fbffff450) at stl_vector.h:564
#5 0x00000000004a85f4 in Window::DoDraw (this=0x321d7c0, frametime=0.00833129883) at lab/wmcgui.cpp:1008
#6 0x00000000004a6b6e in GUIObject::OnDraw (this=0x321d7c0, frametime=0.00833129883) at lab/wmcgui.cpp:518
#7 0x00000000004a5eef in GUISystem::OnFrame (this=0x321d950, frametime=0.00833129883, doevents=true,
clearandflip=false) at lab/wmcgui.cpp:303
#8 0x00000000004a4fbf in lab_do_frame (frametime=0.00833129883) at lab/lab.cpp:583
#9 0x0000000000413075 in game_do_state (state=51) at freespace2/freespace.cpp:7973
#10 0x000000000044f560 in gameseq_process_events () at gamesequence/gamesequence.cpp:652
#11 0x0000000000413907 in WinMainSub (argc=4, argv=0x7fbffff808) at freespace2/freespace.cpp:8376
#12 0x000000000041394b in main (argc=4, argv=0x7fbffff808) at freespace2/freespace.cpp:8438
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Yup, that's it ! Any chance it is fixed on the next build ?
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This build just plain doesn't work for me. My ship, which works in every build prior, gives me all sorts of strange errors in this build, such as missing subsystems (I didn't put any on the model yet, so it *****es at me and crashes), and various other unintellible items. If you want, and when I get more time, I'll put it back on and give you some of them.
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Seems to work for me. Only thing is that to play well you've to use -nomusic. Otherwise, it would crash anywhere.
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yes. get rid of that music problem, i like my music
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Yes, so can someone tell me how to do ballistic weapons with the recent builds?
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Originally posted by Turambar
yes. get rid of that music problem, i like my music
Should already be fixed but this build was released just before the fixes went in.
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Might anyone know what is responsable for recent builds being incompatible with nebula missions? This bug began sometime during January, since PhReAk's 01-29 build CTDs, but Taylor's 01-03 build (the one that introduced -rlm) doesn't. The cash occurs not upon commiting to a mission, but upon either attempting to move on to a nebula mission after completing a previous one, or returing to a campaign where such a mission follows. Debug builds don't come up with a message at all.
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I've noticed this too. Annoying, since that's where I am in all of the campaigns I have going and I'd like to test missions past them without using the allslev flag.
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This one works pretty good for me except one thing. Attempting to load the mission "Rebels & Renegades" I get a straight CTD. It's the mission where you have to escort the Iceni to the Regulus node.