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 23, 2005, 09:33:52 pm

Title: New FS2 and FRED build
Post by: Goober5000 on April 23, 2005, 09:33:52 pm
http://fs2source.warpcore.org/exes/latest/20050423-Goober5000.rar

Latest CVS.  Includes turret fixes and some sexp fixes (including the sexp nodes bump fix).

Added to the website.//redmenace
Title: New FS2 and FRED build (2005-04-23)
Post by: WMCoolmon on April 23, 2005, 09:34:26 pm
Owch, you just missed my commits. :p
Title: New FS2 and FRED build (2005-04-23)
Post by: Goober5000 on April 23, 2005, 09:37:24 pm
Indeed. :p Should the build be updated, or are they safe to save for the next build?
Title: New FS2 and FRED build (2005-04-23)
Post by: WMCoolmon on April 23, 2005, 09:45:50 pm
I think people can live without properly-aligned context help in NSRs and an EXE a couple kilobytes larger. ;)
Title: New FS2 and FRED build (2005-04-23)
Post by: Trivial Psychic on April 24, 2005, 01:07:33 am
I just gave this new build a try.  I tried to load up ported single missions from the DoP campaign, but it CTDs as soon as the first loading bar is illuminated.  Using the debug build loaded with no errors however, and worked fine until some Hercs jumped in, and Bob's Herc uses 5 LODS instead of 4, which the debugger complains about.  I reverted to your 14th build and had no problems.  I haven't tried this with WMC's new build yet.

Also, with the slowdowns, lockups, and crashes in FRED non-HTL that the hi-poly models create, I've been recently opting to use HTL mode, but it still has some bugs.  1st is the object render position bug which I've brought up before, but I've seen some other bugs.  Firstly, when you select a ship, the model mesh doesn't get highlighted.  Also, some models don't display dockpoints or paths... mostly GTA fighters.  I've noticed this on the Ulysses, Herc1 and 2, Loki, all bombers (except Athena in the Port) and I think the Erinyes.  I'm not sure what would account for this.

Later!
Title: New FS2 and FRED build (2005-04-23)
Post by: Starman01 on April 24, 2005, 03:29:41 am
Sorry to spoil all the fun, but the SEXP-Nodes in FRED are not raised at all. Have you tested it with my Mission ? I'm still getting the break at the same point in Mission 5 :(
Title: New FS2 and FRED build (2005-04-23)
Post by: Singh on April 24, 2005, 05:00:27 am
is the turret fix in this build? I want my diemos to fire beams, not sit in space and slack :p
Title: Re: New FS2 and FRED build
Post by: Goober5000 on April 24, 2005, 06:28:19 am
Quote
Originally posted by Goober5000
http://fs2source.warpcore.org/exes/latest/20050423-Goober5000.rar

Latest CVS.  Includes turret fixes and some sexp fixes (including the sexp nodes bump fix).
Title: New FS2 and FRED build (2005-04-23)
Post by: gonz on April 24, 2005, 06:22:47 pm
Hi

When posting new builds would you be able to put the date in the subject field please. I am finding it difficult to see the thread relating to the lastest build in this forum. As people reply to earlier threads it all gets mixed up.

The stuff you guys are doing is fantastic. I am really hanging out for when shaders are implemented. Can't wait. What impact do you think shaders will have on the visuals and the framerates?
Title: New FS2 and FRED build (2005-04-23)
Post by: gonz on April 25, 2005, 02:42:43 am
Hi

Thanks to who changed the thread subject line to include the build date. It makes it much easier for me to keep track off.

Thankyou.
Title: New FS2 and FRED build (2005-04-23)
Post by: Goober5000 on April 25, 2005, 02:49:45 am
:)
Title: New FS2 and FRED build (2005-04-23)
Post by: Trivial Psychic on April 25, 2005, 11:49:29 am
Quote
Originally posted by Trivial Psychic
I haven't tried this with WMC's new build yet.

I can confirm that WMC's 04/24 build doesn't crash the way your 04/24 build does.
Title: New FS2 and FRED build (2005-04-23)
Post by: phreak on April 25, 2005, 11:53:53 am
Can anyone report back on whether the turrets fire or not?  They're working for me, but i got some oddness in High Noon.
Title: New FS2 and FRED build (2005-04-23)
Post by: starfox on April 25, 2005, 04:09:54 pm
Yep, all missions go CTD after one or two loading bars are illuminated, including FRED-made ones. I used D3D

I also tried variety of missions using opengl-mode, no CTD this time but instead "normal crash" occured during each and every loading try.