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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: phreak on May 22, 2005, 07:13:43 pm

Title: New Build (May 22)
Post by: phreak on May 22, 2005, 07:13:43 pm
http://fs2source.warpcore.org/exes/phreak/fs2_open_phr_05222005.rar

Includes:
FS2 Open Release Build and Map file
FS2 Open Debug Build and Map file
FS2 Open Inferno Build and Map file
FRED2 Open Release Build and Map file
FRED2 Open Inferno Build and Map file

Total Download Size: 12 MB (RAR)

Changes:
Changed the way bitmaps are paged out.  Not in CVS but it runs a whole lot faster while in game.
New ships table change: "$Explosion Time:" comes after "$Expl Propogates:".  Takes a floating point number and specifies an alternative explosion time, so meson bombs don't take 3 minutes and 23.4 seconds to explode.  Also not in CVS, but should be soon.
FRED now shows briefing icons in HT&L.  Holy Shit!
OGG fixes coutesy of Taylor
Sunlight through ship fixed
Custom loading screens work again
Fixed that damn CTD on exit bug

Another thing of note:
Will anyone please tell me if they can reproduce this bug: http://mgo.maxgaming.net/mantis/bug_view_advanced_page.php?bug_id=0000416
post the responses in the Mantis report please.

Added to the website.//redmenace
Title: New Build (May 22)
Post by: Taristin on May 22, 2005, 07:20:03 pm
UPDATERY!
Title: New Build (May 22)
Post by: Ransom on May 22, 2005, 07:52:59 pm
Says the file am corruptered:

Quote
!   C:\fs2_open_phr_05222005.zip: The archive is either in unknown format or damaged


:(
Title: New Build (May 22)
Post by: DrunkenPirate on May 22, 2005, 09:26:25 pm
^^ I get that aswell. I'll try redownloading using another method.
Title: Re: New Build (May 22)
Post by: Goober5000 on May 22, 2005, 10:31:39 pm
Quote
Originally posted by PhReAk
New ships table change: "$Explosion Time:" comes after "$Expl Propogates:".  Takes a floating point number and specifies an alternative explosion time, so meson bombs don't take 3 minutes and 23.4 seconds to explode.  Also not in CVS, but should be soon.
Shouldn't this be done via Special Explosion rather than a table entry?  That's what I was working on that I mentioned in the Inferno thread.
Title: New Build (May 22)
Post by: phreak on May 22, 2005, 10:44:28 pm
Its just some default setting, i suppose.  Perhaps if you want the explosion to take longer for all ship classes it'll be helpful not having to screw around with special explosions.

for those with bad CRCs: redownload the file, its checking out on my end
Title: New Build (May 22)
Post by: Trivial Psychic on May 22, 2005, 11:15:03 pm
Quote
Originally posted by PhReAk
for those with bad CRCs: redownload the file, its checking out on my end


Um, the zip file is only 190K.  I suggest you  re-upload it.
Title: New Build (May 22)
Post by: phreak on May 22, 2005, 11:33:17 pm
alright i uploaded an RAR instead.  Its a bit smaller as well.
Title: New Build (May 22)
Post by: Trivial Psychic on May 22, 2005, 11:50:24 pm
Well, the good news is that the new download works.  The bad news is that the OGG fix, isn't.  I just tested it once again under TBP 3.2 Beta and it still won't play the ogg interface sounds.

A)  Taylor didn't actually commit the fix

B)  The fix has failed to solve the problem
Title: New Build (May 22)
Post by: phreak on May 23, 2005, 12:03:21 am
taylor commited the fix.  When you reopen the bug, make sure you give him a sample sound for him to play around with so he gets it working.  Also make sure everything is spelled correctly :)
Title: New Build (May 22)
Post by: phatosealpha on May 23, 2005, 12:48:18 am
Just played through their finest hour.  End result:  Sathanas destroyed Collusus.  Everybody seemed to fire at anyone they did in 3.6 or 3.6.5 . Excellent.
Title: New Build (May 22)
Post by: Singh on May 23, 2005, 01:26:24 am
hmmmmmm..

more FPS-age? Interesting ;7
Title: New Build (May 22)
Post by: WMCoolmon on May 23, 2005, 04:52:17 am
How are the OGGs encoded?
Title: New Build (May 22)
Post by: phatosealpha on May 23, 2005, 04:58:35 am
OK, good news:  the beam fixes work, at least for me.

Bad news:  Rendering bugs.  I'm seeing weapon textures replaced by white cubes (similar to the problems in bobs cell build) and I've seen a semi-transparent iceni in the first of the SOC missions.
Title: New Build (May 22)
Post by: Singh on May 23, 2005, 05:03:52 am
the Orion is semi-transperant as well. It appears that sometimes the environment mapping is rendered a wee bit too much. It looks transparent from afar, but upon closer observation it actually appears like a reflection on the hull itself!

Perhaps a bug that can be used for cloaking?
Title: New Build (May 22)
Post by: WMCoolmon on May 23, 2005, 05:05:10 am
Probably an issue with the shinemaps rather than the model itself. I've got some pictures of that very effect in my gallery, tho.
Title: New Build (May 22)
Post by: Unknown_Enemy on May 23, 2005, 06:19:30 am
In today's great game of "idiotic questions", the winner is me with :

Does that FSO version works with Infero1 + FSopen patch ?

;)
Title: New Build (May 22)
Post by: phreak on May 23, 2005, 10:18:55 am
Quote
Originally posted by phatosealpha
OK, good news:  the beam fixes work, at least for me.

Bad news:  Rendering bugs.  I'm seeing weapon textures replaced by white cubes (similar to the problems in bobs cell build) and I've seen a semi-transparent iceni in the first of the SOC missions.



d3d or opengl?
specs?
Title: New Build (May 22)
Post by: phatosealpha on May 23, 2005, 01:42:35 pm
D3D, 2048x1536

C:\FreeSpace2\fs2_open_r.exe -spec -glow -jpgtga -pcx2dds -ship_choice_3d -3dwarp -smart_shields -dnoshowvid -env -alpha_env  -allslev -ambient_factor 10 -spec_static 1.2  -spec

All media VPs except Mv_music

A64, GB ram, 6800GT
Title: New Build (May 22)
Post by: phreak on May 23, 2005, 07:01:02 pm
try fiddling around with -env and -alpha_env to see which one fixes it.
Title: New Build (May 22)
Post by: phatosealpha on May 24, 2005, 06:26:19 am
Well, the semi-transparent Iceni thing I haven't been able to replicate even with all those same options.  If it pops up again I'll try to make a note of how/where it happened so I can test all that, but right now I'm wondering if maybe that bug was in my eyes.

The white textures replacing weapon shots is repeatable though, and occurs even if I turn off every SCP option.
Title: New Build (May 22)
Post by: redmenace on May 24, 2005, 07:20:08 am
I think it is the result of playing several missions back to back. I played the campaign from the beginning last night and ran across that bug as well.
Title: New Build (May 22)
Post by: taylor on May 24, 2005, 09:27:04 am
A weapons bug was fixed just after this build was released.  It was a problem if a weapon had an animated primary shot but not an animated glow.  When it tried to load the glow frame it would carry over the frame number and could find an image which didn't exist giving you a white square.  It if seems that only certain weapons are going white then that could be the problem.
Title: New Build (May 22)
Post by: Hellbender on May 24, 2005, 09:55:22 am
This happens regardless of which options are enabled:

I get the white square effect most often in nebula missions. It has happened elsewhere. It also comes into play on the warp effect, as well as once or twice thruster glows. Once in a while it happens with explosions. Moving closer to the square will sometimes cause it to render the effects normally, so it possibly has something to do with distance. As of yet, the build has not crashed.
Title: New Build (May 22)
Post by: taylor on May 24, 2005, 03:52:40 pm
The fix for lasers in nebula missions is going in CVS now.  I still haven't seen the white square problem though so I don't know if it's actually related to this same thing.  Looks like it might be for lasers at least the way it's described but it shouldn't help the warp or thruster problem.  This fix is only for nebula missions though and shouldn't affect any rendering issues in normal missions.
Title: New Build (May 22)
Post by: WMCoolmon on May 24, 2005, 05:27:33 pm
I think it may have to do with there not being enough memory for some things, or it's not getting to VRAM fast enough. (I have no idea whether OGL stops until something is finished loading or does it in parallel or not)

Or it could be a memory leak or something. :p
Title: New Build (May 22)
Post by: Fury on May 24, 2005, 11:18:49 pm
Quote
Originally posted by WMCoolmon
How are the OGGs encoded?

If you were referring to TBP beta 3.2, then OggdropXPd was used. Maybe not the best possible choice for this, but it got the job done for this technological test. Next beta should use wavs again.
http://www.vorbis.com/files/1.0/windows/oggdropXPd.zip
Title: New Build (May 22)
Post by: WMCoolmon on May 24, 2005, 11:54:43 pm
Well, I was referring more to whether or not they were variable bitrate, what quality, etc.

TBP has been the only people (AFAIK) having trouble with the OGG sounds (I've had no problems on this end, though I have yet to try this build or the latest CVS).
Title: New Build (May 22)
Post by: taylor on May 25, 2005, 12:00:20 am
I can't anything wrong with the OGG code now.  I even converted ALL sounds to OGG just to test and everything worked perfectly whether it was interface, effect, voice or music.  Whatever the problem is it's not just a generic sound error.  Either WMCoolmon or myself would need tables and sample sounds to figure out what's going on.
Title: New Build (May 22)
Post by: Tolwyn on May 25, 2005, 06:57:56 am
I experience major problems with the newest build (see Mantis for details).
Title: New Build (May 22)
Post by: redmenace on May 25, 2005, 09:46:08 am
You are aware of an parse error involving the interface.tbl and the debug build right?
Title: New Build (May 22)
Post by: WMCoolmon on May 25, 2005, 08:01:25 pm
No, but I doubt I'll be working on it anytime soon. Things are busy right now. Unless it's something easy or the cause of graphics corruption w/ skins is discovered, the most I do will probably be to fix the lab. (It'll probably crash if you close a window right now).
Title: New Build (May 22)
Post by: Jonathan_S47 on May 25, 2005, 09:32:13 pm
I am also getting the problem where effects turn into white blocks. It seems to happen when the ship they are coming from is off the screen.
Title: New Build (May 22)
Post by: Trivial Psychic on May 25, 2005, 10:35:00 pm
Quote
Originally posted by taylor
I can't anything wrong with the OGG code now.  I even converted ALL sounds to OGG just to test and everything worked perfectly whether it was interface, effect, voice or music.  Whatever the problem is it's not just a generic sound error.  Either WMCoolmon or myself would need tables and sample sounds to figure out what's going on.

I don't wish to offend your intelligence, but just to cover all possibilities... you did remember to alter the table file during this test to look for .ogg right?

The TBP Beta I'm testing, does have ogg versions of a few of the standard FS2 sounds.  I could extract one and put it up for you (with permission of TBP of course).  It would be simpler for you than downloading the entire Base just to access a few sound files.  If it doesn't work with the files I send you, then it means that the TBP encoding method is flawed in respect to how they should be encoded.  I would like to point out that there was one build that played oggs (at least for interface) under the TBP 3.2 Beta, but it would crash as soon as you try to get beyond the pilot select screen.  It was WMC's build of May 2nd (http://fs2source.warpcore.org/exes/latest/C20050502.zip).  Perhaps if you can discover why ogg works for this build, this problem can be solved.

Oh, and I too am getting white squares on things such as warp effects and explosions, from time to time.
Title: New Build (May 22)
Post by: taylor on May 25, 2005, 11:08:56 pm
Quote
Originally posted by Trivial Psychic

I don't wish to offend your intelligence, but just to cover all possibilities... you did remember to alter the table file during this test to look for .ogg right?

Yeah and I made many of the sounds different from the original wavs just to make sure it was using them.  Everything got decoded, loaded, and played without a hitch.  There have been problems with the ogg code so I can deffinitely see why it didn't work but after a good bit of testing I haven't found anything else wrong.  That's not saying that there isn't a code error hiding in there some place but none of my tests have triggered it.

Quote
The TBP Beta I'm testing, does have ogg versions of a few of the standard FS2 sounds.  I could extract one and put it up for you (with permission of TBP of course).  It would be simpler for you than downloading the entire Base just to access a few sound files.  If it doesn't work with the files I send you, then it means that the TBP encoding method is flawed in respect to how they should be encoded.  I would like to point out that there was one build that played oggs (at least for interface) under the TBP 3.2 Beta, but it would crash as soon as you try to get beyond the pilot select screen.  It was WMC's build of May 2nd (http://fs2source.warpcore.org/exes/latest/C20050502.zip).  Perhaps if you can discover why ogg works for this build, this problem can be solved.

Ok, PM me for it if you don't already have my e-mail address.  Otherwise just send some files to me.  And if you don't send the tbl too then please be sure to tell me what those sound files are for.

I'm not sure about the differences in WMC's build, he'll have to answer that one.

Quote
Oh, and I too am getting white squares on things such as warp effects and explosions, from time to time.

Hmm, ok.  I'm going to release a test build with a bunch of bug fixes in it in an hour or two.  Look out for that and see if you keep having the same problems.  Also check the OGG issue again since I'm releasing two builds, one with the old DirectSound and one with OpenAL.  The code may be a little different between the two at this point since I've mainly been working with OpenAL.
Title: New Build (May 22)
Post by: WMCoolmon on May 26, 2005, 12:44:20 am
My builds have been OpenAL since it was implemented (I think), that might be why.