Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Goober5000 on April 14, 2005, 05:05:21 pm
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http://fs2source.warpcore.org/exes/latest/20050414-Goober5000.rar
Latest CVS, etc. etc. etc.
Added to the website.//redmenace
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Well i was aboot to do the same as well :D
Can someone play with the ambient light sliders in FRED and see if anything should be adjusted.
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Anybody who has the "floating number" problem with this build, please post in the bug in Mantis. (There are already at least two)
If no one notices it in a week then it's probably been fixed.
Oh, and if you can, check out the turrets...I've had some reports that they aren't working properly, when they should be working pretty much exactly as they do in retail, with one small difference - other weapons on the turrets that have a snail's chance in hell of hitting the target ship will also fire. The first primary/secondary weapons will still be used to line the turret up with the ship.
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Turrets are locked and won't fire on the Deimos.
Also there is a CTD in between missions.
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I experienced a severe slowdown at the start of a mission, on the order of 30 seconds per frame. It occurred while looking at a group of about ten fighters, several of which were Shivans with glowmapped textures. I've never experienced any significant slowdown due to glowmaps before this. I don't know if this was because of the current condition of my computer or not, though.
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I ran the debug build but I did not get a crash. Also, where is the debug spew now. Did i miss something?
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@goober : Eeeh, sorry to say that, but it seems that the special raise is not in there, I'm still getting the "run out of...."-error at the same time.
Though I have to say, that I only tried with the fred_r_build, because my damn XP crashes every debug-build. :( You sure you bumped it up ?
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Several capital ships do not fire their weapons at all. Those that do fire are not firing like they should (reduced rate of fire). I also noticed that the laser bitmaps are being rendered backwards.
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What sort of improvement will we meet in this new built ?
Do it include the Cell Shading built from Bobbau or WlCoolmon ? (i don't remember correctly from who is the Cell Shading built ).
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Originally posted by Starman01
@goober : Eeeh, sorry to say that, but it seems that the special raise is not in there, I'm still getting the "run out of...."-error at the same time.
It was bumped. :sigh: Post this on Mantis, along with the specific steps that caused the error. Also post which mission this occurred on. (You don't have to upload the mission, since I have it. Of course, if it has changed, you'll have to post it in the WCS internal. ;))
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Same problems with the FS2 build - capships rarely fire their beam weapons, and the Deimos appears locked.
The FRED build however, is working like a charm :yes:
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As noted, capships have issues. Sometimes they don't fire at all - In the end of "Their finest hour", the Sathanas won't open fire on the collusus, making the retail campaign essentially broken.
Oddly though, I've noticed that the vasudan corvette actually does use it's beams on the three freighters in the beginning of that mission, and I don't remember them ever actually firing the beams on them before.
Also, when playing at large resolutions, non native resolutions, the 2-d portion (the main hall, techroom, loadout and briefing screens) are all broken. The actual images are non-scaled and stuck in the upper left hand corner of the screen. Unusued portions leave mouse trails like they're not being updated, though all the controls still require you to click on the spot where it would be if the image were scaled properly.
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Sounds like I need to do another run through the new turret code. More specifically, it sounds like the 'huge' flag restriction may be reversed, and/or the timestamp for turret updates set wrong.
Do turrets still turn smoothly?
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I also think I saw a crooked barrel on a turrent maybe on the ntf astroid base.
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hey, goob, 2 probs. one:
Warning: $LaunchSnd sound index out of range on weapon Subach HL-7. Must be between 0 and 0. Forcing to -1.
File:C:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Weapon\Weapons.cpp
Line: 1598
Call stack:
------------------------------------------------------------------
fred2_open_d.exe 0055e21b()
fred2_open_d.exe 0055ec23()
fred2_open_d.exe 0044f293()
fred2_open_d.exe 00447791()
fred2_open_d.exe 008fd652()
fred2_open_d.exe 008fcfb4()
fred2_open_d.exe 008fab59()
fred2_open_d.exe 008faff5()
USER32.dll 77d67ad7()
USER32.dll 77d6cc6e()
USER32.dll 77d445bd()
USER32.dll 77d4bc1a()
ntdll.dll 77fb4da6()
USER32.dll 77d812b0()
USER32.dll 77d4bc60()
------------------------------------------------------------------
yet my weapons.tbl is just fine.
Two: On using FRED2_Open_r, i selected new mission and it crashed.
[EDIT] nevermind, i removed the -fredhtl and it works fine
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Originally posted by Cobra
Warning: $LaunchSnd sound index out of range on weapon Subach HL-7. Must be between 0 and 0. Forcing to -1.
File:C:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Weapon\Weapons.cpp
Line: 1598
WMC, this looks like your bug. Take a look at the line in question... it's almost certainly related to making the sounds limit dynamic.
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I am getting these two errors during load:
Warning: Null vec3d in vec3d normalize.
Trace out of vecmat.cpp and find offending code.
File:C:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Math\VecMat.cpp
Line: 771
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()------------------------------------------------------------------
Warning: Couldn't open texture 'Shornetd'
referenced by model 'New_Qutrob.pof'
File:C:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Model\ModelRead.cpp
Line: 2663
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()
------------------------------------------------------------------
and a CTD during mission load of Warpmap02.ani
Cmd Line args
-spec -glow -jpgtga -rlm -targetinfo -orbradar -3dwarp -smart_shields -decals -fps -stats -show_mem_usage -mod SCP
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check to see if you have the proper vp's.
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yay! the distance meter works!
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It looks like it was probably caused when I forgot to increment Num_game_sounds; but a quick debugging session shows that with the current CVS it seems to be working fine, unless there's some esoteric table modification causing it.
As for the shornetd thing, a huge :wtf:!? I fixed that in POFCS. Heck, I'm pretty sure I started and loaded a mission with the problem to verify that it was actually gone.
I've edited the file with a hex editor to do the fix. :doubt: you can't get much more certain than that.
The vec3d sounds like a high-poly model issue, going by the call stack and my experience with the error. Usually not a problem.
The warpmap02.ani load problem sounds like a memory issue; there've been some of those lately. Beyond that guess, I can't say.
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The "sliding backgrounds" problem seems to have been fixed in this build of FRED2. :yes:
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@Goober5000 : I will post everything into mantis within an hour. You can check it yourself then in Prologue mission 5 (I haven't altered it since the beta, because I need your change first :) ) I can insert only 18 empty new events (that would make around 2 or 3 completly scripted ones). I run of of SEXP-Tree nodes the same time in the old builds, when I try inserting the 19th empty event.
I will post complete error messages too.
@WMCoolman : I have to second cobra's post about the launch-sounds errors. I'm getting them for nearly all weapons in my weapons.tbl and even for a few ships too. Goober has the tables, if you want to take a look into them.
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New crashes
I was approaching an orion from afar switching my throttle using the [ and ] keys. This was the HTL Orion as well. the htl Sobek was off the the side of the screen with just the end showing. there was a message playing simulataneously.
Warning: Null vec3d in vec3d normalize.
Trace out of vecmat.cpp and find offending code.
File:C:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Math\VecMat.cpp
Line: 771
Call stack:
------------------------------------------------------------------
vm_vec_normalize() vm_vec_dot_to_point() ai_path() ai_bay_emerge() ai_execute_behavior() ai_frame() ai_process() ship_process_post() obj_move_all_post() obj_move_all() game_simulation_frame() game_frame() game_do_frame() game_do_state() gameseq_process_events()------------------------------------------------------------------
Next 3 or so errors appeared after I accepted the mission outcomes and gave me this:
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:C:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\ship\Ship.cpp
Line: 7052
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: 2
Turret model id:13
This probably means the turret was not specified in ships.tbl
File:C:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\ship\Ship.cpp
Line: 7052
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: 3
Turret model id:13
This probably means the turret was not specified in ships.tbl
File:C:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\ship\Ship.cpp
Line: 7052
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()
------------------------------------------------------------------
This next one occured in the next mission when discovery warped in. I was also using the time compression keys.
Warning: Ship 'Discovery' has only 2 points on dock path. Docking will look strange. Contact Adam.
File:c:\languages\visual studio projects\visual c++\fs2_open\code\ai\aicode.cpp
Line: 10981
Call stack:
------------------------------------------------------------------
ai_execute_behavior() ai_frame() ai_process() ship_process_post() obj_move_all_post() obj_move_all() game_simulation_frame() game_frame() game_do_frame() game_do_state() gameseq_process_events() WinMainSub() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
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More Errors
Encountered this while approaching an ravana in an nebula while using afterburners and having cyclops armed but too far for a lock. I also had the weapons subsystem targeted.
Warning: Null vec3d in vec3d normalize.
Trace out of vecmat.cpp and find offending code.
File:C:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Math\VecMat.cpp
Line: 771
Call stack:
------------------------------------------------------------------
vm_vec_normalize() vm_vec_dot_to_point() ai_path() ai_bay_emerge() ai_execute_behavior() ai_frame() ai_process() ship_process_post() obj_move_all_post() obj_move_all() game_simulation_frame() game_frame() game_do_frame() game_do_state() gameseq_process_events()------------------------------------------------------------------
I think I encountered this after hitting the accept button in the campaign debreiefing room.
Warning: Couldn't open texture 'glass'
referenced by model 'fighter2t-03.pof'
File:C:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Model\ModelRead.cpp
Line: 2663
Call stack:
------------------------------------------------------------------
read_model_file() model_load() ship_create() 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()------------------------------------------------------------------
Same as the previous
Warning: Couldn't open texture 'THRUSTER01'
referenced by model 'fighter2t-03.pof'
File:C:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Model\ModelRead.cpp
Line: 2663
Call stack:
------------------------------------------------------------------
read_model_file() model_load() ship_create() 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()------------------------------------------------------------------
Firing steletos at a fenris while defending enif station. I was targeting turrets I think I just destroyed one when this crash happened. And in particular it was one on the top of the front portoin, not the main gun.
Assert: weapon_id >= 0 && weapon_id < Num_weapon_types
File: C:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Weapon\Weapons.cpp
Line: 3995
Call stack:
------------------------------------------------------------------
turret_fire_weapon() ai_fire_from_turret() process_subobjects() ai_frame() ai_process() ship_process_post() obj_move_all_post() obj_move_all() game_simulation_frame() game_frame() game_do_frame() game_do_state() gameseq_process_events() WinMainSub() WinMain()------------------------------------------------------------------
Recieved this one just after the previous one.
Assert: TotalRam == total
File: c:\languages\visual studio projects\visual c++\fs2_open\code\globalincs\windebug.cpp
Line: 1443
Call stack:
------------------------------------------------------------------
doexit() exit() WinAssert() weapon_create() turret_fire_weapon() ai_fire_from_turret() process_subobjects() ai_frame() ai_process() ship_process_post() obj_move_all_post() obj_move_all() game_simulation_frame() game_frame() game_do_frame()------------------------------------------------------------------
Recieved this one just after the last one.
Assert: f < MAX_MEM_POINTERS
File: c:\languages\visual studio projects\visual c++\fs2_open\code\globalincs\windebug.cpp
Line: 1489
Call stack:
------------------------------------------------------------------
vm_free() ?1flash_ball() $E6() doexit() exit() WinAssert() memblockinfo_output_memleak() doexit() exit() WinAssert() weapon_create() turret_fire_weapon() ai_fire_from_turret() process_subobjects() ai_frame()------------------------------------------------------------------
Recieved this one just after the last one.
Assert: f < MAX_MEM_POINTERS
File: c:\languages\visual studio projects\visual c++\fs2_open\code\globalincs\windebug.cpp
Line: 1489
Call stack:
------------------------------------------------------------------
vm_free() ?1flash_ball() $E6() doexit() exit() WinAssert() unregister_malloc() vm_free() ?1flash_ball() $E6() doexit() exit() WinAssert() memblockinfo_output_memleak() doexit()------------------------------------------------------------------
Recieved this one just after the last one.
Assert: f < MAX_MEM_POINTERS
File: c:\languages\visual studio projects\visual c++\fs2_open\code\globalincs\windebug.cpp
Line: 1489
Call stack:
------------------------------------------------------------------
vm_free() ?1flash_ball() $E6() doexit() exit() WinAssert() unregister_malloc() vm_free() ?1flash_ball() $E6() doexit() exit() WinAssert() unregister_malloc() vm_free()------------------------------------------------------------------
Recieved this one just after the last one.
Assert: f < MAX_MEM_POINTERS
File: c:\languages\visual studio projects\visual c++\fs2_open\code\globalincs\windebug.cpp
Line: 1489
Call stack:
------------------------------------------------------------------
vm_free() ?1flash_ball() $E6() doexit() exit() WinAssert() unregister_malloc() vm_free() ?1flash_ball() $E6() doexit() exit() WinAssert() unregister_malloc() vm_free()------------------------------------------------------------------
One so on and so forth.
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1st post:
turret errors: yes, it's a tbl thing. extract the original ships tbl to fix.
docking error: faulty dockpoints, if i'm right.
2nd post:
error #1: i have no idea. :D
error #2: the glass texture for the perseus is missing.
error #3: thruster #01 texture is missing.
error #4: i have no idea. :D
everything else... bah.
well? how'd i do goob? :D
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Originally posted by WMCoolmon
Oh, and if you can, check out the turrets...I've had some reports that they aren't working properly, when they should be working pretty much exactly as they do in retail, with one small difference - other weapons on the turrets that have a snail's chance in hell of hitting the target ship will also fire. The first primary/secondary weapons will still be used to line the turret up with the ship.
there's a problem, check mantis
http://mgo.maxgaming.net/mantis/bug_view_advanced_page.php?bug_id=0000369
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I'm not Goob, but I recognize most of those. This is debug output, or it had better be, because most of these errors aren't fatal.
Originally posted by Cobra
1st post:
turret errors: yes, it's a tbl thing. extract the original ships tbl to fix.
No, it's not a table thing. The turret errors are due to something screwy with the Fenris model. Afflicts the HTL Fenris but is also a flaw in the original. Should be fixed in the code, not the model, since it's a stock :v: issue.
docking error: faulty dockpoints, if i'm right.
Again, that's a POF error, sort of. Having only two points in the dockpath, if this is legitimate, should not be a fatal error (or even one that is displayed) as it is still perfectly valid, it's just that the docking ship may jump from one point to another as it trys to align.
2nd post:
error #1: i have no idea. :D
by the stack, it looks like it's path related. Not sure though.
error #2: the glass texture for the perseus is missing.
yeah, make sure -jpgtga is on.
error #3: thruster #01 texture is missing.
That's the Perseus too. Should be thruster01a, not thruster01. I should get this fixed eventually.
error #4: i have no idea. :D
Looks like something stupid is happening with the turret firing code, as destroying a turret is causing some kind of memory error. Looks like a proper stack-meets-heap crash from there on out, but I am not entirely sure what assert f < MAX_MEM_POINTERS is indicating.
everything else... bah.
well? how'd i do goob? :D
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For the Thruster01 texture, by nature its in the effects directory, but changes to FSO have restricted what directories things should be found in. If you extract thruster01 into the texture directory it should solve that.
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It still doesn't show up for any other model though, which is why I find it strange. Only a problem for the Perseus. Anyway, I wouldn't be opposed to putting a blank thruster01 in mv_core just so we don't have this problem anymore.
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I figured a majority if those were vp problems or table problems but just to be thorough.
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Any idea why typing in a SEXP in FRED2 Open instead of selecting it from the drop down menu causes the editor to crash to desktop?
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would some try the misssion sm2-01.fs2 or AKA Battle of the Wilderness and see if you are getting extreme jerkyness with a resonably powered computer. Try with the vps installed please.
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In background editor, fred2_open does not show anything in the bitmap list if there are no pcx versions included of those textures. Or do I need to use fredhtl for this to work? I haven't yet tried what happens to ships if they have no pcx textures too.
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-jpgtga?
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Does fred2_open need this flag on it's own? It's enabled in the launcher. And the file format fred2_open does not recognize is dds, which apparently works in fs2_open even without jpgtga.
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Hmm. FRED2's flags are separate from fs2_open, but I thought DDS would've worked.
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Another note, would it be possible to set fred2_open flags in the launcher as well? Would be more user friendly that way.
But since Random Tiger is no longer so active here, maybe not doable anytime soon... Unless he gives the source available to rest of the SCP staff.
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Goob, I'm reporting a bug. I tried out the ship-subsys-guardian-threshold sexp, but it complains when you put in the subsystem. In fact, you shouldn't realy need to add the subsystem name in manually, since the selected ship would be in the 1st field. I haven't tested it in-game to see whether or not FS2 complains as well.
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Hmm.
Mantis.
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Here's a funny fred2_open debug error.
"Warning: $LaunchSnd sound index out of range on weapon X. Must be between 0 and 0. Forcing to -1."
:doh:
Edit: Gotta take the dds prob back, it started suddenly to work. Now lists planet and nebulaes in the background editor list.
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i got that, myself. don't use the _d build, use the _r build.
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The d builds are used for debugging. As a modder, I want to know what errors debug build outputs. Then again, false alarms are a bit annoying. As a rule of thumb, I'm not releasing a single official TBP base if debug builds give errors on startup.
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meh.
FRED_Open can use the -mod function, right? it won't work. and i wanna FRED fsport missions :(
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We need more info than "It doesn't work" if you want help Cobra. What did you do?
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copied the -mod flag i was using from the launcher and pasted it in the necessary area (the target line in the shortcut)
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And? What happened?
BTW the mod entry must be the last thing and FRED does not support multimod.
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nothing happened; it was like the MOD was never enabled.
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Hum, i've some trouble too but with all built except the one for the Cell shading.
During the loading of the first mission, Fs2 Open with the Media VP 3.6.6 crash when try to read Exp05.ani.
My command line :
-ambient_factor 75 -spec -glow -pcx32 -jpgtga -d3dmipmap -nomotiondebris -2d_poof -rlm -pcx2dds -dualscanlines -ship_choice_3d -targetinfo -orbradar -3dwarp -fps