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 06, 2005, 05:32:35 am
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- Taylor's freezing fix
- Fix for the lab crashing bug
- OGG music fix (untested - this may result in crashes mid-mission. It should clear up the CTD on load, though. If it still crashes in-mission, then I need to try a more hackish solution or talk to the OGG devs)
- Briefing re-fix (untested)
- Changes to try and fix subsystem positions in the targeting window in unsupported resolutions.
http://fs2source.warpcore.org/exes/latest/C20050306.zip
Added to the website.//redmenace
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When loading 'Surrender Balsarius':
AppName: fs2_open_c20050306.exe AppVer: 1.0.0.1 ModName: ntdll.dll
ModVer: 5.1.2600.1106 Offset: 00006b45
Mind I havn't had a working build all night since I updated the new media files.
Sigh.
I'm gonna check it with no options on.
Update: Mind you its the same deal.
I think its something I've done though. I'm going to go back to the old media files.
Really starting to annoy me. Sigh. :(
Update2: Got it working.
Turns out I didn't have the vbo flag on. :doubt:
Wish they'd tell the stupid people about things like this. (ie me)
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it works! i finally got through a mission without crashing! with the music.vp in my base folder! and music and sound on! woohoo!
it does this little thing where it stalls during the briefing, but it only does it once and it works fine afterwards
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Yeah I get that breifing problem too.
I also get a small alignment problem with the primary ammo readout.
(http://img.photobucket.com/albums/v109/NarfPics/alignment.jpg)
I've only tried it in 1024 not sure if its like that in 640.
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Yeah, there's an alignment problem if you have two primaries and two secondaries as well.
(Todo list)
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Very stable build, zero crashes so far !. I can enter, play and exit the mission without trouble and that means a lot.
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New build (http://fs2source.warpcore.org/exes/latest/C20050306b.zip)
This should fix the hud-weapon misalignment bug and a CTD that oocurs with support ships and docking. Also, cutscenes should work - I used FS2Open's cutscene playing ability for the first time today. :p
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Gonna play test this now...
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This build still seems to have trouble with Rebels and Renegades...it seems to crash when it's loading an anim.
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Ok, plays pretty good, still crashes on "Rebels & Renegades" though as soon as I hit the "Commit" button it CTD's and gives me the "Freespace 2 has encontered a problem and can not continue, we are sorry for the inconvemnnence" blah blah.
I also cannot play "Their Finest Hour" either, but that problem is a little more complex as it gives me a different error each time :/
fs2_open_C20050306b caused an Access Violation in module fs2_open_C20050306b.exe at 001b:004c9998.
Exception handler called in Freespace 2 Main Thread.
Error occurred at 3/7/2005 01:49:50.
C:\Games\FreeSpace2\fs2_open_C20050306b.exe, run by Craig Calver.
1 processor(s), type 586.
1024 MBytes physical memory.
Read from location 89030510 caused an access violation.
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It happened to me on other missions. And after using the pause key.
cmdline = C:\Games\FS2Open365\fs2_open_C20050306.exe -spec -glow -pcx32 -jpgtga -dnoshowvid -fps -stats -allslev
fs2_open_C20050306 caused an Access Violation in module fs2_open_C20050306.exe at 001b:00477540.
Exception handler called in Freespace 2 Main Thread.
Error occurred at 3/6/2005 23:23:20.
C:\Games\FS2Open365\fs2_open_C20050306.exe, run by Dario.
1 processor(s), type 586.
1024 MBytes physical memory.
Write to location 3611f838 caused an access violation.
Registers:
EAX=3611f030 CS=001b EIP=00477540 EFLGS=00210206
EBX=00000000 SS=0023 ESP=0012f968 EBP=ffffffff
ECX=00003a80 DS=0023 ESI=00d66998 FS=003b
EDX=00d527f0 ES=0023 EDI=00000020 GS=0000
Bytes at CS:EIP:
c6 80 08 08 00 00 01 89 5a 44 a1 b4 7d 6b 02 89
EDIT:
Forgot to mention. Besides that. no other issues.
Gonna try playing "Rebels and Renegades" and call it a night.
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Done. Found no problems playing it whatsoever. See ya tomorrow :)
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things are misaligned in the briefing screen on non-standard resolutions
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Screenie?
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Regarding non-standard resolutions, when selecting a resolution higher than 1024/768, does it resize the 640/480 instead of the former?
Oh, and my attempts with non-standard resolutions in 1152/864 resulted in wierd effects with ship selection and loadout icons. As you select and move it, it moves faster than the cursor. When the cursor reaches the deposit point, the icon is up and to the right.
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nonstandard resolutions use 1024x768 art, AFAIK. But I've never tried 800x600.
And yeah, the loadout thing is known. I've made a couple attempts at fixing it, but didn't make it any better. ;) I suspect I'll get it once I really sit down and fix it.
I've also had no trouble with the briefing in Derelict, LM, Inferno, or the main campaign at 1280x1024, so...
Edit: Or, maybe while explaining it, the solution will just come to me and the ship selection bug will be fixed in 10 minutes. :rolleyes: :p
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I have a massive framerate drop (i think more than 50%) in relation to Bob´s WM-Build.
my flags are:-spec -glow -pcx32 -jpgtga -nomotiondebris -2d_poof -pcx2dds -d3d_no_vsync -nobeampierce -dualscanlines -ship_choice_3d -targetinfo -orbradar -3dwarp -snd_preload -env -fps -ambient_factor 70 -allslev
as you can see, nothing special. I didn´t recognize any ingame freezes for now (i havn´t played it that much). Ah btw. i´m using cat 4.3 -> maybe that´s the reason for the framerate drop?
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Hm, Frame rate seems pretty good for me, I am running OpenGL with Catalyst 5.2 drivers on a Radeon 9800pro|AMD3000|1024MB
CMDLine|C:\Games\FreeSpace2\fs2_open_C20050306b.exe -spec -glow -jpgtga -nomotiondebris -rlm -nobeampierce -dualscanlines -ship_choice_3d -targetinfo -orbradar -3dwarp -smart_shields -snd_preload -novbo -loadonlyused -fps -window -allslev -spec_point 0.6 -spec_exp 11 -spec_static 1.2 -spec_tube 0.4 -ambient_factor 75
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try removing pcx32, since out of all of those it's going to be the real mem hog.
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I am experiencing enormous frame rate drops with new builds, particularly with this one, i.e. if previously I had 50 fps in a large scaled battle now I get only 15-20.
I am running Catalyst 4.4 (Radeon 9700 Pro)
P4 2.7
1 GB RAM
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I would use OGL, too, but i don´t want to miss the env-mapping. This is IMHO one of the largest improvements of FSO.
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additionally, spec lightning in OGL environment can't match the DirectX variant
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I recently simplified the interface used for environment mapping, it should be a little easier for OGL to get it implemented, I hear that taylor is going to try to get it working some time in the next few weeks.
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Is it just me, or have the message animations quit looping?
Or did they never loop? I was sure that they did, so that they would keep playing until the message was done being displayed/played.
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I don't think they ever looped
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Originally posted by Bobboau
I don't think they ever looped
That's weird, 'cause the animations themselves are rendered to be looped, so I just assumed they looped in game. I'll have to install a stock FS2 and see if they do.
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The new builds need really more hardware power. I have framerate drops in OGL and D3D compared with older builds. I don´t know what ´s the reason for the less frames, ´cause the game (not the tech-menu!!) looks like it looks in older builds.
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Originally posted by Psychonaut
The new builds need really more hardware power. I have framerate drops in OGL and D3D compared with older builds. I don´t know what ´s the reason for the less frames, ´cause the game (not the tech-menu!!) looks like it looks in older builds.
I second that. And actually I assume that a Radeon 9700 Pro is powerul enough :)
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I've actually noticed that I seem to be having memory problems with recent builds, too...I'm not sure why though. I haven't messed around with the texture system at all.
However, I have gotten messages from Windows mid-mission that it needed to increase the size of my page file. I've got 512 MB RAM, and I think a 100 MB pagefile.
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I have 1 gig and it chews up all of that pretty much straight away.
Taylor's previous does aswell but not as bad, same flags.
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I've got a gig too, but FS2 never goes past 400M or so. Remove -pcx32 from your flags like I told you to and see if it improves.
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(http://img221.exs.cx/img221/733/screen031hz.jpg)
the misaligned briefing icons
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Originally posted by StratComm
I've got a gig too, but FS2 never goes past 400M or so. Remove -pcx32 from your flags like I told you to and see if it improves.
Never used it, flags I use on previous page.
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Sorry, I crossed your posts with a different one. I don't know what else to suggest changing.
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If I run the game in a window I get much more efficient handling of memory with values close to what you specified as having.
Weird.
Oh well as long as I do not run out that is the important thing! :)
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Every time I attempt to run this build, I get the following error message and a CTD:
Error: Out of memory. Try closing down other applications, increasing your
virtual memory size, or installing more physical RAM.
File:.\globalincs\windebug.cpp
Line: 1525
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
The only thing I have running in the background, besides my firewall and anti-virus, is Folding@Home, and that hasn't caused memory issues for any other programs I run, including previous builds. The error message appears just after I attempt to select my pilot. The -pcx32 flag has no effect, either way.
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Originally posted by Mongoose
Every time I attempt to run this build, I get the following error message and a CTD:
Error: Out of memory. Try closing down other applications, increasing your
virtual memory size, or installing more physical RAM.
You said it was after you attempted to select your pilot. Do you mean that it was when you tried to click on it on the Select button? Is this your normal pilot or one that's trying to convert from the old format? Single/Multi?
Just to make sure this isn't build related try http://icculus.org/~taylor/fso/willrobinson/20050310-win32r.zip but be sure to make a backup copy of your pilot files first (they shouldn't break, I'm just testing some techroom data fixes). If you still get the same problems with this build then the issue is with CVS.
If it's still going on then give us some more info so we can test (this is for everyone). Include RAM you have, OGL/D3D, mediavps in use, cmdline (anyone that hasn't already), whether you ever viewed a movie (intro or other cutscene), mods in use, missions played, everything you did up to the point it died, release or debug build.
I've been looking the past couple of days but haven't had any issues, other than a strange half-second pause in a nebula mission ever 3 seconds that I don't remember before. Framerates and memory usage is pretty typical for me so nothing obvious is going on that I can see.
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I have 1 GIG Ram, amd64 3200, ATI9800Pro, Cat 4.3. I use the normal vp with some stuff from DaBrain and some stuff from me (explosion), but nothing really special. Also i use most of the HTL-ships. In older builds (at the moment i use Bob´s WM-Build) i have a stable Framerate in D3D in huge battles (example "when pirates attack" from Homesick). The "stuttering", the framerate drops and memory things only appear in newer builds like fs2_open_T-20050212.exe or the WMCool ones. Too bad, ´cause i really like this techroom stuff. I hope this can help. Maybe it´s an ATI related problem (like the shinemaps).
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I now tested the B Version of the build and i haven't no problems.. i can use the ogg Music and have no Freezes within Mission and haven't a crash to CTD anymore..
This Build was good for me.
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Taylor, the same thing happens when using your build. It occurs as soon as I click "Select" at the pilot selection screen. The pilot I'm using is singleplayer and has previously been converted. I'm running on a machine with 512 megs of RAM and a Radeon X300 64 meg video card; I've never had any performance issues with Open in the past. I'm running Open in OGL with the following command lines: -spec -glow -pcx32 -jpgtga -d3dmipmap -dualscanlines -targetinfo -3dwarp -env -alpha_env. As I said above, turning off -pcx32 doesn't do anything. I'm running all of the standard SCP VPs except mv_music and including Karajorma's fix. Before I get to the pilot select screen, I am viewing FS2's intro cutscene, which plays normally.
Edit: I just got the same error in WMCoolmon's O version of his latest tri-build.
Edit 2: I think I just figured it out. I tried creating a new pilot file, and everything worked fine. Looks like my old one was corrupted. It's not a huge issue, though; I had recently accidentally deleted my original pilot with all of my completed campaigns. :p
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This is the first build in a long time that actually works with my machine. Well, sort of anyway. The problem is that I can only play a single mission and then I have to restart the game, because it either crashes when moving from the debriefing to the next mission (during loading), or shortly after the beginning of the next mission. Also, framerate occasionally drops quite dramatically, but this is rare and lasts for only a second or so. Anyway, it's a definite improvement since lately SCP hasn't worked on my machine at all :D.
I'll try the debug version when I have the time, see what that turns up.
My specs are: AXP 2600+, 1024 MB DDR333, Radeon 9800 pro 128 MB (catalyst 5,2), DirectX 9c, WinXP home SP2.
My commandline is: \fs2_open_C20050306b.exe -spec -glow -pcx32 -jpgtga, and I'm using the following .vps: adveffects, aseffects, core, effects, models, textures, zpack plus Kara_Temporary_asEffects_Workaround.vp (the cruiser03x fix).
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This:
http://fs2source.warpcore.org/exes/latest/C20050306b.zip
seems the most stable (on my machine) build I have ever ran (besides retail exe). I have had serious issues since some of the first open source builds (and walked away for a long while). I don't know what you've done but it seems to be a step in the right direction. I can finaly play multiple missions back to back (the 20050212 cvs build ran, just not multi missions). Not only that but I can have the music pack put in and it doesn't (seem) to crash (I have only tried a few missions).
The down side: it crashed on exit (I can live with that, hehe) and on the freespace campaign, 2nd mission in a row I played (where you are under cover trying to steal a transport from ntf, sorry can't remember mission) the ambient (no fighting) music kept getting stuck (play a second or 2, glitch and play the same second or 2).
As for performance, I am still running fs2 at 1024x768 w/ 16x antialiasing and anisotropic filtering (open gl mode) with respectable fps (haven't seen a drop near 30 fps usualy arount 60 fps in moderate battles and 120 (refresh rate) no battle).
... now if I can just get the babylon project to work...
specs: p4 2.6ghz, 1gig ram, geforce 6800GT driver: 66.93, OS: win2k.
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Saved by the old troublemaker!
I installed mv_music.vp and now the build works almost perfectly! There is still the (fairly rare) problem of split-second freezing mid-mission, but other than that it works like a dream.
Now excuse me, I think I have some shivans to blast :D
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hey, i tried all the builds on the builds download page and yours was the only one that let me run a standalone game on my server. all the others died whilst reading levels at the start. i run a 2k server downstairs and im running the standalone on that. im connected to that with another machine. i can see the standalone game in the multiplayer game listing but when i double click it it says "you have been rejected, this game hates you" well ok it doesnt end like that but maybe someone recognises the beginning. i've never played multiplayer before so i assumed i just double click the server to start. i tried to create a game but i think it just did that on mine and not the server. to test out that theory i put an extra multiplayer level in both the multidata and mission folders. couldnt see them when i tried to create a game so i figured i was the server and not the standalone. am i missing something basic? i tried forwarding loads of ports that i picked up from around the forum and it made no difference. i took them all out again as it didnt affect me being able to see the server listed. please help i want to play.
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hey, well I've dedicated most of this weekend to getting multiplayer to work and nothing seems to do it. I'm using the latest version posted (fs2_open_C20050306b.exe) on both my machine and the server. I tried the debug version and got some errors on the server which I sussed out was because I didnt have some vp files in the freespace folder. Copied them in and that got rid of the error messages. The fs.log file on both machines is blank.
I can see the dedicated server in the game listing but I cant join it. The message is "You have been rejected, the game is not in an appropriate state". well i think thats still not quite the message but its very similar. has anyone got this before and got around it?
I tried running normal multiplayer hosting (multi ingame->create game) on both mine and the server and tried connecting with the other machine (depending which i tried hosting on) and both get the message. I disconnected my internet connection and dropped both systems firewalls and still got the message. If I force a port on the server then i cant see the game upstairs. I can force a port upstairs if the server is left on 0 and see the game listed still but it doesnt change the error message I get. I'm totally stumped now as taking the firewalls down was my last great idea!
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First off, it might help if you grabbed some paper and wrote down the messages you got next time.
You're trying LAN play, right? Did it work on normal FS? What's the OS on those two machines?
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hey, yes thats right im trying to setup a lan game (for now). I run windows 2000 server edition on the server downstairs and windows xp on my client system. the servers going to get upgraded to 2003 server in the next few weeks. Both systems are windows updated constantly so their both up to date. Heres the error message word for word :¬)
You have been rejected because the game is not in an appropriate state to accept
happens when i click either join or join as an observer. like i said before i tried it the other way around where my client ran the standalone server and i tried joining from the server and got the same message. tried both combinations without the standalone and did in game hosting instead and that didnt do it either. I can see the game server name as Standalone Server and if I change it to something else like Pob then I'll see it as Pob. It says game "forming" on the left hand side, a level name and 0 players. If I put a password on then it will ask the client to enter one but when i click ok on the password box i then get the same error message.
edit-> dont know if it worked as normal retail fs2, dont think it did but i cant recall what happened for sure, ooooo i know your going to say try that again.....i'll do that in a couple of hours got some other things to take care of, any other suggestions are very very welcome.
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Trying retail would be greatly appreciated. Trying any other FSO build too. You might want to ask the same question in the general SCP forum, instead of this rather hidden thread.
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hey again, just tried retail on the server and it wouldnt finish loading missions. it starts to query the first one and then dies, the standalone panel simply closes. I remembered thats what it did before, tried toms old build 1.3.6 and that dies at the same point if not sooner. I'm done with this game for today i reckon, i know my friend will be calling me up later nagging about it but i'll just tell him to do it himself and get back to me after a week of dissapointment...tisk...i know its not anyone heres fault, if you can all play and i cant then its got to be something with my setup...oh there i go again! i'll take your advice and post it in the other forum when i calm down a bit. thanks :¬)
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I had a brainwave reading your post aboput the FS2 behaviour, do you have any of the mediaVP's or other FSO only content still installed when trying FS2 retail? If so, it will die, whatever you try. You can de-install a .VP file by calling it VPdisabled or VPbah or something. Just change the extension. Change it back to get it to work again.
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no, i did a decent trawl through the forum for other people having multiplayer problems. removing all fso files is recommended all over the place so i made sure there were none left. made a folder called root and then moved all fso data into that. did the few files in the data folder as well. that includes all .vp files that i put in for fso.
i had a couple more ideas although i cant test them till later tonight. the first is to try the 3.6.6 vps, i didnt think these would make a difference but i dont know any better! the second idea is to try the v4 loader. i saw a page that said that the v5 loader was for later versions of the fso exe and that v4 was for this one, will that make a difference? im using the v5 loader btw.
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hehe ok so there goes the weekend, couldnt let it go and have spent hours tinkering with things to no avail. decided to look up the error message in the original source code and see if any comments around it would indicate what the problem was. The error I posted before is listed in MultiMsgs.cpp, i did a search for JOIN_DENY_JR_STATE which is the value sent in to produce the message and that cropped up in multiutil.cpp. in there is a function called "multi_eval_join_request". right near the top of the function is this snippet:
// check to make sure we are otherwise in a state to accept
if(Netgame.game_state != NETGAME_STATE_FORMING){
return JOIN_DENY_JR_STATE;
}
// the standalone has some oddball situations which we must handle seperately
if(Game_mode & GM_STANDALONE_SERVER){
that indicates that if the server is in the "Forming" stage that i cant join. well its true when i run the dedicated server downstairs the client upstairs sees the server game as forming and i get the message. i was wondering if you could alter it to something like:
if(Netgame.game_state != NETGAME_STATE_FORMING && !GM_STANDALONE_SERVER){
i tried the latest build from yesterday (16/04 - C20050415.zip) and the standalone wouldnt run, it crashed during mission loading at startup. what does everyone elses standalones say when they run them? i assumed "Forming" was a good thing and it meant it was at the level select screen. as the first person to join i would get to pick the mission. that code chunk seems to indicate otherwise. do you think that simple change might fix it and if so could you rebuild the version fs2_open_C20050306b.exe with it in, pleeeeeeeaaaaase :¬)
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I probably won't be able to take a look at this today, I'll try to remember to look at it tomorrow.
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Always use the launcher meant for your current build, new launchers don't work with old builds, and the other way around.
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oooo so you think it could just be because of the loader then? im using the v5 loader with the exe i listed above, should i be using the v4 one then and if so could you post a link to it? there was a link to it on a page in the wiki that had all of them listed but it doesnt work.
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Current build+Launcher v5=OK.
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oh well, worth a thought i guess :¬) so what do you see when you are the first person to connect to a standalone server? do you see it saying Forming or does it say something else normally?
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You see it as forming, you're taking to a mission select screen, and you can pick the mission and stuff. IIRC.
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I'm experiencing pretty major hits towards memory as well, resulting in complete freezups for a second then back to normal gameplay. Sometimes I will CTD when this happens. I have my stats turned on and I see a major hit to Texture memory and my total available memory. I've got a 2 GB swapfile according to FSO, and that usually stays pretty static. I'll start a mission in Derelict, pretty much any mission and I'll start off with 300 MB free texture memory. Any time something new jumps in or anything, the text. mem goes down, which is to be expected. Turns out I hit rock bottom constantly, 0 MB texture memory, and it seems to free up some but it just gets sucked back down again, and when it hits 0, the game freezes.
I'm running an Athlon 64 3000+ on Windows XP Pro 32 bit, 1GB RAM Radeon 9800Pro 128MB onboard VRAM, my flags are similar to those above who have the memory hits too. I have pcx32 turned off, am using spec and glow, 2dpoof, etc. I experience this playing the retail campaign or add-on, specificily BR's updated Derelict mod, and I am using the 3.6.6 media VP zpack, minus the music VP.
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the advanced effects - which include the animated textures - are seperate for a reason. Try pulling them out of your root directory (aveffects or something IIRC) and see if you get any improvement in performance. Unfortunately it's not at all unlikely that you'll use up 300 megs of texture memory over the course of a diverse mission, so there may not be much you can do.