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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Goober5000 on July 19, 2005, 02:17:54 pm

Title: 20050722 build
Post by: Goober5000 on July 19, 2005, 02:17:54 pm
Latest CVS, FS2 only.  Includes mapfiles.
http://fs2source.warpcore.org/exes/latest/20050722-Goober5000.rar
Title: 20050722 build
Post by: TopAce on July 20, 2005, 03:05:46 am
FS2 Only? So....?
Title: 20050722 build
Post by: WMCoolmon on July 20, 2005, 03:07:24 am
FRED BUGS HATH NO PLACE HERE!!!
Title: 20050722 build
Post by: Goober5000 on July 20, 2005, 03:39:58 am
Quote
Originally posted by TopAce
FS2 Only? So....?
Meaning there aren't any changes in FRED from the last build, so there's no need to upload a fresh copy.
Title: 20050722 build
Post by: Rott3 on July 20, 2005, 05:51:30 am
Nice, stable build. Also the game seems to load much faster.
Title: Re: 20050719 build
Post by: DaBrain on July 20, 2005, 06:35:23 am
Quote
Originally posted by Goober5000
Should have all the nonstandard res stuff fixed.
 


Damn great!!! :yes:

I'll test it asap.
Title: 20050722 build
Post by: Hippo on July 20, 2005, 08:07:04 am
Exelent :yes:

It halved my loading times (though i haven't played with it yet) :nervous:
Title: 20050722 build
Post by: Pnakotus on July 20, 2005, 08:26:05 am
I still have the splash mis-sizing problem: I'm in regular old DX8 1024x768, and the 'original' loading screen works fine (with the GTVA symbol and the loading bar), but the SCP and TBP splashes are 'too big' for the screen, and the TBP load screens have the same issue.

cmdline : fs2_open_G-20050719.exe -spec -glow -jpgtga -nomotiondebris -2d_poof -rlm -nobeampierce -dualscanlines -ship_choice_3d -targetinfo -orbradar -3dwarp -tbpwarpeffects -snd_preload -env -alpha_env  -ambient_factor 60 -allslev

I'm not sure if anything useful would show up on a debug spew, but I can post one if anyone needs it.  Apparently it's a known issue but I couldn't find the thread for it.
Title: 20050722 build
Post by: Jokke_r on July 20, 2005, 05:38:26 pm
hmm i don't get an error anymore during load of OGL mode but most of the time the game crashes upon loading of missions (well i only tried it in TBP), in the techroom in TBP the models show with speculars working on my r9800Pro but selecting various models ( i don't know if it is completely random) the game freezes completely (background music continues playing but sometimes after waiting awhile i get a bsod and only way out is to force boot.

I'm hoping for a working OGL mode since apparently you guys haven't gotten speculars working on ATi cards in D3D :( which would also be a nice alternative :)
Title: 20050722 build
Post by: Fenrir on July 20, 2005, 06:29:20 pm
Seems good. It just keeps screwing up the textures and crashing for me, but that's what I get for running the game with a below standards card. >_>
Title: 20050722 build
Post by: Fury on July 21, 2005, 11:06:49 pm
Could we pretty please have a new build compiled which has the changes WMC made to $Hull Repair Rate and $Subsystem Repair Rate? Ta. :)
Title: 20050722 build
Post by: Goober5000 on July 21, 2005, 11:30:20 pm
Taylor has a few fixes of his own going in.  As soon as that's all done this thread will be updated.
Title: 20050722 build
Post by: Col. Fishguts on July 22, 2005, 04:56:13 am
Good, stable build (although I've seen faster builds). Here are some bugs I found while playing TBP 3.2

- In the ship/weapons selection screen, ships/weapons that shouldn't be available are there with 999 pieces each.

- When I die, the camera is inside my ship, instead of outside looking at my ship.

- A lot of in-mission voice messages are omitted.

- What happened to the default turret positions (dorsal turrets forward/ventral turrets backward) ?

As for the non-standard-res stuff, a lot has been fixed :yes:
All the following points refer to running the game in 1280x1024.

- In briefings, ship icons get displayed correctly, but the text labels and lines are still misplaced. Example (http://n.ethz.ch/student/ebuerli/download/briefing1280.jpg)

- Something that's present for a while in the newer builds. While the interface get's nicely scaled and bilinear filtered in resolutions higher than 1024x768, the filter only get's active after some browsing through the menu.
So, on start-up the menu looks pixelated like this:
(http://n.ethz.ch/student/ebuerli/download/menu1.jpg)

Then I go in the techroom and back out, to encounter the menu like this:
(http://n.ethz.ch/student/ebuerli/download/menu2.jpg)

I know this is a very minor bug, I thought I'd point it out anyway, because it might be something very easy in the code to fix.


- Some text has "underscores" under the characters.

(http://n.ethz.ch/student/ebuerli/download/text.jpg)
Title: 20050722 build
Post by: taylor on July 22, 2005, 03:07:18 pm
Quote
Originally posted by Col. Fishguts
- When I die, the camera is inside my ship, instead of outside looking at my ship.

It's been that way for a long while I think.  I took a quick look at it not too long ago but didn't see any obvious reason why it's doing that.

Quote
- A lot of in-mission voice messages are omitted.

Don't show up in the HUD or the mission log?  If you are talking about text anyway.  If you aren't do you mean that the entire message, voice, talking head and all don't show?

Quote
- In briefings, ship icons get displayed correctly, but the text labels and lines are still misplaced.

Works fine for me.  Are you using D3D or OGL mode?  It could be that I missed fixing it properly in D3D.

Quote
- Something that's present for a while in the newer builds. While the interface get's nicely scaled and bilinear filtered in resolutions higher than 1024x768, the filter only get's active after some browsing through the menu.

The D3D/OGL question again?  I haven't seen this under OGL, it sets to the proper filter on init anyway.  If it is OGL then I'm not quite sure what the problem is.

Quote
- Some text has "underscores" under the characters.

Should be better if you are using OGL mode, I didn't commit that until after this build.  Not sure what the state of D3D is in this area.  I did copy the UV adjustment code for OGL from the D3D code though.  Are you doing the "Fix GeForce fonts" thing in the Launcher?  If so it would possibly mess up the UV offsets in D3D (OGL doesn't have that same problem).
Title: 20050722 build
Post by: FireCrack on July 22, 2005, 03:14:58 pm
D3D has been doing the underscore thing for a looong time.
Title: 20050722 build
Post by: Col. Fishguts on July 22, 2005, 03:33:45 pm
Quote
Originally posted by taylor

Don't show up in the HUD or the mission log?  If you are talking about text anyway.  If you aren't do you mean that the entire message, voice, talking head and all don't show?


The text get's diplayed, no talking head and no sound is played. Sometimes it happens with all messages, sometimes it seems random. That's pretty weird actually...

Quote

Works fine for me.  Are you using D3D or OGL mode?  It could be that I missed fixing it properly in D3D.


I'm using D3D

Quote

Should be better if you are using OGL mode, I didn't commit that until after this build.  Not sure what the state of D3D is in this area.  I did copy the UV adjustment code for OGL from the D3D code though.  Are you doing the "Fix GeForce fonts" thing in the Launcher?  If so it would possibly mess up the UV offsets in D3D (OGL doesn't have that same problem).


It happens in both cases ("Fix GeForce fonts" on or off)

I know some of these bugs are old(ish), but I thought I'd list everything up I could find. ;)
Title: 20050722 build
Post by: taylor on July 22, 2005, 04:23:30 pm
Quote
Originally posted by Col. Fishguts
The text get's diplayed, no talking head and no sound is played. Sometimes it happens with all messages, sometimts it seem random. That's pretty weird actually...

Yep, that is weird.  I haven't noticed that before but I'll take a look if I have time this weekend (probably not).

Quote
I'm using D3D

Try in OGL and see if it still does it.  I either forgot something for D3D or completely missed committing some code.  OGL is much better supported than D3D at this point so it's probably just something that got missed in the D3D stuff.

Quote
It happens in both cases ("Fix GeForce fonts" on or off)

I know some of these bugs are old(ish), but I thought I'd list everything up I could find. ;)

Ok.  There will be changes later this year for some of this stuff when various font code changes get made so hopefully it will get worked out then.
Title: 20050722 build
Post by: Col. Fishguts on July 22, 2005, 05:43:01 pm
Quote
Originally posted by taylor
Try in OGL and see if it still does it.  I either forgot something for D3D or completely missed committing some code.  OGL is much better supported than D3D at this point so it's probably just something that got missed in the D3D stuff.


Just tested in OGL, and I can say that the filter problem doesn't exist there. But sadly it freezes on mission loading, after "-..-", so I can't say anything about the ingame behavior.

What about the turret default positions ? Is Bobbaus "initial position" code still in there ?
Title: 20050722 build
Post by: taylor on July 22, 2005, 05:56:32 pm
Quote
Originally posted by Col. Fishguts
Just tested in OGL, and I can say that the filter problem doesn't exist there. But sadly it freezes on mission loading, after "-..-", so I can't say anything about the ingame behavior.

I'll see if I can find what filter setting that D3D needs and make sure it gets called during init too.  The "-..-" should put it early in the model loading stage.  Does it crash or just freeze?  If it just freezes, will it start moving again within 5 minutes?  Try with -novbo and see if it still happens.

EDIT: Oh and it might take a while to let it load, but this build does have the -noibx option to disable use of IBX files.  If it is some strange IBX problem causing this then try that and see if it still freezes.  Note that it will freeze as it generates the index buffer data but just let it do it's thing and it should keep going in a few minutes (complex models could take 3-4 minutes to generate data for).

Quote
What about the turret default positions ? Is Bobbaus "initial position" code still in there ?

I don't think anything has changed here.  Bobboau might be a better person to ask though.
Title: 20050722 build
Post by: Col. Fishguts on July 22, 2005, 06:28:23 pm
Quote
Originally posted by taylor
The "-..-" should put it early in the model loading stage.  Does it crash or just freeze?  If it just freezes, will it start moving again within 5 minutes?  Try with -novbo and see if it still happens.


Normally it just freezes. With -novbo it CTD's, the same thing happens with -noibx. Both spew the following error log:

Code: [Select]
FS2_OPEN_G-20050719 caused an Integer Divide by Zero in module FS2_OPEN_G-20050719.EXE at 016f:005aeafe.
Exception handler called in Freespace 2 Main Thread.
Error occurred at 7/23/2005 01:25:06.
E:\THE BABYLON PROJECT\FS2_OPEN_G-20050719.EXE, run by max.
1 processor(s), type 586.
512 MBytes physical memory.
Title: 20050722 build
Post by: taylor on July 22, 2005, 07:54:19 pm
Quote
Originally posted by Col. Fishguts
Normally it just freezes. With -novbo it CTD's, the same thing happens with -noibx. Both spew the following error log:

* throws a Coke bottle at Goober for not including a mapfile *

Just a guess but it looks like a problem with the hud code.  If that's the case I think I've compensated for it.  Still not sure what the deal is with it freezing though.  If you want to try, delete all of your IBX files and run the game with -pofspew.  That will regenerate all of IBX files at once (but takes a while).  As a wild guess I assume that one or more IBX files have bad data in it and it's hitting a driver problem when it tries to make a VBO.  Makes sense given that -novbo crashes the same as -noibx (I guess you aren't using them together?).
Title: 20050722 build
Post by: Goober5000 on July 23, 2005, 02:07:44 am
Quote
Originally posted by Col. Fishguts
- When I die, the camera is inside my ship, instead of outside looking at my ship.
Bug in WMC's camera code, perhaps?
Quote
- What happened to the default turret positions (dorsal turrets forward/ventral turrets backward) ?
The way this was done caused lots of bugs with the rest of the turret code, so we removed it.  We'll put it back in if we can find a way to do it without screwing anything else up.
Quote
Originally posted by taylor
* throws a Coke bottle at Goober for not including a mapfile *
:nervous:

Okay, I'm updating the build with the latest CVS and a mapfile. :)
Title: 20050722 build
Post by: WMCoolmon on July 23, 2005, 03:07:49 am
Quote
Originally posted by Goober5000
The way this was done caused lots of bugs with the rest of the turret code, so we removed it.  We'll put it back in if we can find a way to do it without screwing anything else up.:nervous:


Oh, it caused such a fuss about backwards compatibility that I didn't make another try (although I thought I figured out how to do it properly)

 If turrets start behaving oddly, please complain. :p I tried the new thing on a few missions that were broken last time and it seems to work. CVS'd it as well, since apparently we aren't releasing 3.6.7 anytime soon. :blah:
Title: 20050722 build
Post by: redmenace on July 23, 2005, 04:31:24 am
I was in the lab and when I clicked exit i got this error.
Error: Could not load in 2_MainHall1-m!
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\MenuUI\MainHallMenu.cpp
Line: 1043
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: 20050722 build
Post by: Goober5000 on July 23, 2005, 06:47:54 am
Quote
Originally posted by WMCoolmon
Oh, it caused such a fuss about backwards compatibility that I didn't make another try (although I thought I figured out how to do it properly)
Whichever way the turrets point is cosmetic.  But for some reason your earlier fix was screwing up the turret ai.
Title: 20050722 build
Post by: psycho_fergo on July 23, 2005, 11:55:17 am
hey, i just got to the 5th mission in the normal campaign, first nebula mission.....and guess what i met there...

A DISCO VERSION OF THE AQUATAIN!

i dunno what the hell is with this...every ship in the nebula had like a coating of bright greens and purples and reds...all blended into each other.. got any ideas?

im using this...

E:\freespace2\fs2_open_G-20050722.exe -jpgtga -nomotiondebris -rlm -nobeampierce -dualscanlines -targetinfo -orbradar -ballistic_gauge -smart_shields -mpnoreturn  -spec_point 0.6 -spec_exp 11 -spec_static 0.8 -spec_tube 0.4 -cache_ani -mpnoreturn -spec

another thing i would like to ask...what is this smart sheilds buisness ? what does it do exactly?
Title: 20050722 build
Post by: FireCrack on July 23, 2005, 04:11:48 pm
Smart sheilds:

With it off if you have 1 sheild quadrant fully charged energy normaly going into it will be "wasted"

With it on energy normaly going into it will be redistributed across the other quadrants (i think)
Title: 20050722 build
Post by: Hippo on July 23, 2005, 04:24:47 pm
I thought it meant it put all available power due to charge the 4 quadrents into the lowest quadrent instead...

Either way, its a very bad idea to use a command line when you don't know what it does...
Title: 20050722 build
Post by: phreak on July 23, 2005, 04:49:04 pm
if you want to see smart shields in action, play whichever training mission focuses on shields.  do it with it off and then on.
Title: 20050722 build
Post by: Mav on July 23, 2005, 09:13:56 pm
I get several of the bugs mentioned here (with both 0715 and 0719):
- splash screen mis-sizing
- text-underscores (using the Geforce-fix; since I have a Geforce card I didn't consider uncheking it)
- death camera stuck in my ship's interior (but now and then this looks quite nice ;7 )
- new engine effects only appear on some ships (but that might be due to me missing some files or the like)
- getting white squares sometimes, as mentioned by NeoStorm in the 0715-thread
- getting a funny crash (see below)



The white squares thingy possibly is something .ani/.eff-related as I get it also with explosions and the like, too
(now and then even with those dust particles that are all over the place :nervous: ).
It's happening rather rarely though.

Also, both of them crash whenever I try to get back to Windows; except when I haven't flown any mission that is.


System stats:
- WinXP (not sure which SP, possibly SP1)
- Geforce 6600
- 2 GB RAM
- 4 GB VRAM
- several GB free HD space
- P4 540 3,2 GHz
- some weird sound-chip (works rather well, though)
- DirectX 9.0c


Will do a bit more testing the next days (with the 0722-build, presumably). :)


[edit:
flags: -glow -jpgtga -nobeampierce -mpnoreturn -2d_poof -3dwarp -snd_preload; maybe some others I forgot;
running in D3D
]
Title: 20050722 build
Post by: WMCoolmon on July 23, 2005, 11:21:48 pm
Quote
- new engine effects only appear on some ships (but that might be due to me missing some files or the like)


I've actually just noticed this recently, as well.

Quote
- death camera stuck in my ship's interior (but now and then this looks quite nice  )


This actually is probably my fault, something in the view_setup function not being called until the ship is completely destroyed (For me, the ship usually spins out of control, then when it explodes the camera goes to the right spot.)
Title: 20050722 build
Post by: Solatar on July 23, 2005, 11:37:00 pm
I think it looks semi-decent (preferred the other way) because I get to see myself crash into whatever capship shot me down..
Title: 20050722 build
Post by: Pnakotus on July 24, 2005, 12:17:59 am
Based on some comments here, I changed to OGL, and almost all of my problems (splash sizing, horrible aliasing, etc) went away.  Env-mapping seems to work better too.  A pox on DX.
Title: 20050722 build
Post by: Fenrir on July 24, 2005, 01:22:11 am
...I thought OGL didn't have environment mapping.
Title: 20050722 build
Post by: taylor on July 24, 2005, 02:20:46 am
Not publicly anyway...

Unless someone hacked my hardware firewall, my server firewall, my workstation firewall, hacked my workstation, somehow manage to find which of my 7 fs2_open code trees actually has the working OGL envmapping code, hacked into the CVS server, and committed the code without there being a record of it.

If such a person existed, I'm sure the NSA would like your resume. :)
Title: 20050722 build
Post by: WMCoolmon on July 24, 2005, 02:56:14 am
Hey, all four of your passwords were "kitten", and you know how unreliable CVS-

....errr, moving on... :nervous: :p
Title: 20050722 build
Post by: Pnakotus on July 24, 2005, 08:04:21 am
Harry Potter did it. :nod:
Title: 20050722 build
Post by: Trivial Psychic on July 24, 2005, 04:58:20 pm
Goob, I don't get a chance to actually play or test FS2 often these days, so don't get upset if this is a bit old.  I posted the following bug over at Mantis:

http://lore.maxgaming.net/~scp/mantis/bug_view_page.php?bug_id=0000485

Basically, for some reason your 07-15 build and anything since then, are overriding the fighterbay departure location.  I've got a wing of fighters that depart through the fighterbay of a destroyer, but now they just warp out where they are.  In fact, even if the warp effect is disabled via the checkbox, they still generate them.  If I play this under Taylor's 07-02 build... no problems.  In the bug report, I said that it could be linked to the FRED fix where it would delete the specified target ship from the departure cue, but a quick check reveals that this fix predates Taylor's 07-02 build, so its not that.

Also, I didn't Mantis the following bug, since I haven't done enough testing to narrow down the offending build, but in your latest at least, movies are once again broken.  I tested this both with and withoug the new command line about not rendering videos to the window or something.

I'll test a bit more.

Later!
Title: 20050722 build
Post by: Moonsword on July 24, 2005, 07:54:18 pm
Goober, I'm getting some fun, fun errors in the techroom.  No mods, no extra VPs beyond the mv_core.vp, either.

What is this?  I haven't tested it with a mission, this was too weird for me...

Fenris (http://www.geocities.com/avalon7us/screen0006.png)
Leviathan (http://www.geocities.com/avalon7us/screen0007.png) Faustus, to show that not everything's generating an error (http://www.geocities.com/avalon7us/screen0008.png)
Hippocrates (http://www.geocities.com/avalon7us/screen0009.png)

I'm running a 2.3 GHz processor with 1024 MB of RAM and an NVIDIA GeForce 4  MX 4000.

These shots were taken in OpenGL.

Flags: -spec -glow -jpgtga -2d_poof -ship_choice_3d -targetinfo -fps

EDIT: And it doesn't happen in Direct3D mode.  :confused:
Title: 20050722 build
Post by: redmenace on July 24, 2005, 08:06:42 pm
Try regenerating your IBX files. In other words, go into data/cache and delete all of the files then restart. Hopefully that will help.
Title: 20050722 build
Post by: Hippo on July 24, 2005, 08:11:07 pm
If the problem wasn't happening to both fentis and leviathon, i'd say its a model load problem, but it looks to just be a texture problem...
Title: 20050722 build
Post by: Moonsword on July 24, 2005, 08:30:58 pm
I'm pretty sure I had done that already.  It fixed the Hippocrates, but nothing else.

And Hippo, the only textures in the directories that it's looking in are the ones from retail FS2.

It crashed when I tried to view the Leviathan this time.

And yes, my drivers are up-to-date.
Title: 20050722 build
Post by: taylor on July 24, 2005, 09:14:45 pm
If you aren't using any mods or MediaVPs then I don't think this question will matter much:  what bit depth are you running the game at (16 or 32)?  This really does look like a texture problem to me too, but I don't care to guess what at this point.  Of course without all of the MediaVPs the Fenris and Leviathan use the same model so an index buffer problem could cause it.

And regarding supposed IBX problems, there is now a -noibx cmdline option to quickly test if a problem is related to IBX data or not.  It's also under the troubleshooting options, "Don't use cached index buffers (IBX)", if you want to point-and-click-it.  The option prevents reading or writing of saved index buffers and forces it to always regenerate.  Actually it makes it skip all IBX code so it will behave just like before IBX came along.  This way, if you are having a problem, you can test what would happen with new index buffer data without having to delete all of your current IBX files.  If it doesn't help the problem then you'll know it's not an IBX problem but something related to the game code or the model itself.
Title: 20050722 build
Post by: Moonsword on July 24, 2005, 09:21:07 pm
Okay, I'll try that next time.

I'm running at 32 bit, if that matters.  And I reiterate: this is only happening in OGL, not D3D.

I also yanked the .vps and exported their files into FS2/data then ran the debug build attached to this release.  There were no IBXs in the directory when I started, IIRC.

The Fenris and Leviathan were fine.  But the Hippocrates was screwy again and I've got the log for you.  Hold on a second...

http://www.geocities.com/avalon7us/screen0014.png
http://www.geocities.com/avalon7us/fs.log

EDIT: *runs with -noibx*

Well, that didn't work.  I didn't think about it before, but the Hecate's also screwy.

New log and shot of the Hecate:
Hecate shot, note wing connections (http://www.geocities.com/avalon7us/screen0015.png) New log (http://www.geocities.com/avalon7us/fs_2.log)

I'm thinking this is either code-related or something on my system's screwy.  By the way, if I forgot to mention it, I'm getting similar errors from Goob's 7/15 build.
Title: 20050722 build
Post by: Trivial Psychic on July 24, 2005, 09:32:51 pm
Quote
Originally posted by Trivial Psychic
Also, I didn't Mantis the following bug, since I haven't done enough testing to narrow down the offending build, but in your latest at least, movies are once again broken.  I tested this both with and withoug the new command line about not rendering videos to the window or something.

I'll test a bit more.

Well, after further testing, I can confirm my suspicions, that this bug too is present in Goob's 07-15 build.
Title: 20050722 build
Post by: Hippo on July 24, 2005, 09:35:24 pm
That might just be OGL acting up MS... I've seen odder things...
Title: 20050722 build
Post by: taylor on July 24, 2005, 09:35:50 pm
Quote
Originally posted by Trivial Psychic
Well, after further testing, I can confirm my suspicions, that this bug too is present in Goob's 07-15 build.

Did they work in my builds?  And this happens in D3D and OGL or just one of them?
Title: 20050722 build
Post by: redmenace on July 25, 2005, 05:42:22 am
found a couple of issues with non standard resolutions. First, in briefings clicking right on the Icon doesn't bring up the render window.

Also there seems to be a 1 pixel shift in buttons when you move the mouse over it.
Title: 20050722 build
Post by: Mav on July 25, 2005, 02:33:34 pm
Added some additional info in my above post. I'll try D3D next time.

Nonstandard resolutions (1280x1024) mostly work fine with 0719 (not yet gotten to test 0722).
I also used -shipchoice3d (or how it's spelled) the first time and the weapon selection looked really great.:yes: Would it be possible to make separate cmdlines for ship- and weapon-selection using this? (because I still like the ss_anis for shipselection - even made one myself awhile ago :D )



Tested FRED 0715 a bit and came up with some error - it somehow doesn't seem to like the hipoly Herc (mv_bobb.vp) and Fenris/Leviathan.

I just wanted to slightly modify the Gauntlets, the Shivan and Vasudan ones worked alright but upon loading the Terran one FRED crashed complaining about some things with fighter06 (Herc)  and cruiser01-something (Fenris/Leviathan). :(
Also when I placed a Herc in an initially blank mission, it did place it, but without showing the model (showing only the shortname and, IF I turned "show models" of [initially I had it set to "on"], it additionally displayed the usual placeholder point).


[edit: Any ideas about my crash-on-exit I mentioned above?]
Title: 20050722 build
Post by: Trivial Psychic on July 26, 2005, 01:25:03 am
Your errors regarding the Herc1, is the fact that Bob gave it 5 LODS+debris instead of the usual 4 LODS+debris.  If you edit your tables and add another distance incriment, this error will go away.  As for the Fenris/Leviathan, I'd need more details as to what the error said.  For viewing of the Herc1, you need the command line -jpgtga added to your FRED shortcut.  While you're at it, you may want to add -fredhtl (if you haven't already).  It's by no means perfect, you may get harmless warnings about capped normals, and ship models will get rendered out of position from their actual points (and this error will change depending on its position on the screen), but you should get fewer crashes with it.  Furthermore, you may want to add -glow and possibly -spec command lines as well.

Later!
Title: 20050722 build
Post by: MetalDestroyer on July 26, 2005, 06:53:16 pm
I don't know if it's from me or not, but, i can't play Fs 2 with this build.
The game crashes during the loading sequence. Sometime, it crashes at the end, sometime in the beginning.

If i launch Fs2 with the 18.03.2005's build Fs 2 work perfectly but i prefer to have the latest build.

So, i ask you a question how to install correctly Fs 2 with the Fs2 Open ?

If that correct if i proceed the installation like that ??

- Install Freespace 2
- Install the 1.20 patch
- Install Fs2 Open 3.6.5 installer
- Put the latest Media VP (3.6.6) in the Freespace 2 folder
- Install the latest build (the 20050722 build)
Title: 20050722 build
Post by: Col. Fishguts on July 27, 2005, 05:16:34 am
Quote
Originally posted by Col. Fishguts
The text get's diplayed, no talking head and no sound is played. Sometimes it happens with all messages, sometimes it seems random. That's pretty weird actually...


The no-voice-bug might have somehting to do with the "-snd_preload" flag. I unchecked it, and for now the bug seems to be gone.
Title: 20050722 build
Post by: TrashMan on July 28, 2005, 05:26:53 am
I got two major gripes with this build:

1. ships/wings departing trough fighterbays doesn't work properly anymore.  i have a mision where a wing arives, talks a bit and depats trough a fighterbay on a nearby destroyer. worked perfectly on a older build.
but on the newer one the fighter warp out immediately, they don't go for the fighterbay alltough it's sert so in FRED (tripplechecked)

2. Whie squares sometimes appearing in D3D...mostly when warping is done..sometimes weapon effects.
Title: 20050722 build
Post by: -Vulture- on July 28, 2005, 02:18:49 pm
Well, here are my two cents...

I hot a crash in Renegade Ressurgence when i fire my primaries on a ship. I see my desktop everytime. Works fine with original 3.6.5-build. In other mods sometimes some white squares on textures from weapons, engines etc...

The rest works fine. What is the function "smart-shields" for?
Title: 20050722 build
Post by: Mongoose on July 28, 2005, 03:31:49 pm
I'm not sure if anyone has mentioned this yet, but I've had the intro cutscene reduced to a small field in the upper-left corner of the screen, along with accompanying monitor flashing that I'm assuming is some sort of changing resolution, whenever I run this build.  If no one's put it in Mantis yet, I'll do it later.
Title: 20050722 build
Post by: Mav on July 30, 2005, 06:18:19 pm
Quote
Originally posted by Trivial Psychic
Your errors regarding the Herc1, is the fact that Bob gave it 5 LODS+debris instead of the usual 4 LODS+debris.  If you edit your tables and add another distance incriment, this error will go away.  As for the Fenris/Leviathan, I'd need more details as to what the error said.  For viewing of the Herc1, you need the command line -jpgtga added to your FRED shortcut.  While you're at it, you may want to add -fredhtl (if you haven't already).  It's by no means perfect, you may get harmless warnings about capped normals, and ship models will get rendered out of position from their actual points (and this error will change depending on its position on the screen), but you should get fewer crashes with it.  Furthermore, you may want to add -glow and possibly -spec command lines as well.

Later!


Interesting, thanks. Seems like the launcher should start supporting fred, too. :p  Any chance for that? ;)
Oh, and I thought fred should use HTL by standard now?:confused:


About my prior posted bugs:

-Switching to this build didn't help much.:(
-Switching to OGL solved the white squares issue, the splash screen mis-sizing and the late smoothing of the interface that someone mentioned earlier.
-Sadly, the main bugs are still there - I get a crash everytime I played a mission and exit FS (it apparently doesn't like me to leave :lol: ); and the new engine graphics are missing (on Terran ships mainly, on Shivan ones they're alright and I didn't test Vasudans yet).
-About the nonstandard resolutions - the debriefing / scores etc. seem to still be a little misaligned with this build (not a major problem though).

So, I'll try some other builds next time (20050728, Phreaks' May22, whatnot...) and hope I find a working one.

I'll also use commandline parameters for fred next time... :rolleyes:
[edit: I'll also try to copy the error messages the next time I get some.]
Title: 20050722 build
Post by: StratComm on July 31, 2005, 01:39:35 pm
I'd just like to state that this is the most stable build I've used on this PC EVER.  Taylor should remember the system-specific lockup bug I had for ages; it's gone.  I can play missions for as long as I want without worrying about a CTD.  Plus, the "next arrow not working" bug is gone too, which I didn't even notice until a few missions in.  It looks great, it runs great (better than retail here) and other than a few lingering non-standard resolution things I've got to give it a big :yes:
Title: 20050722 build
Post by: Mav on August 06, 2005, 08:01:59 pm
:yes: :yes: :D  I got rid of the crashing finally!!


I don't know which one has been the cause, but after I

1) used the 0728 build
2) moved mv_music.vp out of my FS folder
3) moved the zpack outta it, too
4) used -noibx

FS didn't crash! :D :D  :D

Ok, maybe I have a corrupt zpack version, because I moved it back in and got the crash again, moved it back out and didn't get a crash after that.

Btw, I'm still getting the white squares instead of effects, but less often. The new engine graphics work on the Shivan and Vasudan ships alike, as well as on the Terran support ship (Hygeia), but Zeus, Erinyes and Ursa don't work (their engine graphics, I mean). Didn't test more Terran ships yet.

Oh, and the Fred error with the Fenris supposedly was me missing the cruiser01x.pof - I just DLed the newest mv_models.vp and hope that'll fix it.


No feedback on the debriefing misalignment in 1280x1024, as I used 1024x768 for being careful. Will test 1280x1024 soon. :)
Title: 20050722 build
Post by: Goober5000 on August 06, 2005, 08:23:20 pm
See if it works without using -noibx.
Title: 20050722 build
Post by: Mav on August 06, 2005, 08:40:48 pm
:confused:
Title: 20050722 build
Post by: kie-san on August 08, 2005, 08:43:43 pm
I'm getting this error just after opening it

Error: weapons.tbl(603):
Error: Required token = [@Laser Color:], found [@Laser Glow:                           2_lasergl]
in weapon: @Galatea Laser.

File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Parse\PARSELO.CPP
Line: 531
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------


I am also getting a double cursor on menus and a cursor in mission
Title: 20050722 build
Post by: Goober5000 on August 08, 2005, 11:54:31 pm
Looks like there's an error in your weapons table.  What mod are you using?  Can you post the @Galatea Laser entry?
Title: 20050722 build
Post by: Mav on August 21, 2005, 04:31:49 pm
Ok, FSopen is mostly working for me by now. :)


Sadly, I have a strange issue with Fred's wing-editor :( (Goober's Fred 0715-build):

If I try to build a new mission from scratch, it seems to work perfectly. But if I try to edit an older mission of mine, I can only select player wings and one or two others; while getting error messages about having duplicate wing names or such if I try to select others (before it displays the new wings' data). Actually those messages are even displayed for the wings which I can edit.
The message is something like "Another wing is already called xxx. Reset name? yes no".
I even get those error messages if I try to edit the ships that belong to a wing (though they don't prevent me from anything there).

Could anyone please look into this?:nervous:
Title: 20050722 build
Post by: karajorma on August 21, 2005, 04:44:25 pm
Reported it and added it to Mantis already. Although I thought it was just a TvT bug at the time. Are you working on Multiplayer by any chance?
Title: 20050722 build
Post by: Mav on August 22, 2005, 01:00:06 am
Errm yes, I was trying to edit some MP-missions at that time (or what was your question about?).
Title: 20050722 build
Post by: karajorma on August 22, 2005, 11:35:01 am
I was just wondering if the problem had spread to single player.

If you've got anything to add to my report (http://lore.maxgaming.net/~scp/mantis/bug_view_page.php?bug_id=0000506) I'm sure it should prove useful.
Title: 20050722 build
Post by: Mav on August 25, 2005, 03:43:20 am
Umm - seems like I'll have to get a Mantis (or whatever is currently used) account finally, as I'm now a bit more often here...

About the bug:
It seems to have spread near everywhere, for me at least. I got it with gauntlets (which are co-op), dogfights (slightly extended ones, that is ;) ) and also one SP mission, I think. :(

Hope someone can fix it (and will try to get the mentioned account this weekend). :)
Title: 20050722 build
Post by: taylor on August 25, 2005, 09:18:10 am
Quote
Originally posted by Mav
Hope someone can fix it (and will try to get the mentioned account this weekend). :)

I think Goober already fixed it.  Wait for the next build and make sure though.
Title: 20050722 build
Post by: Mav on August 29, 2005, 11:17:22 am
:o Errmmm... - seems like I remembered something wrong:
The bug is there in co-op and dogfight (I really tried this), but it seems like I didn't test SP earlier (though I thought so). I tested it two days ago just to be sure I reported correctly, and guess what - the bug wasn't there... :o
Ok, so now the status is for me the following: The bug is there in all MP-missiontypes (co-op, TvT and dogfight), but not in SP.
Might it have to do something with the extension of the wing-naming system (player wings being able to be called something else then Alpha, Beta, etc.) ?:confused:

Oh, and if it's already fixed, then I'll happily await the next FRED-release. :)
Title: 20050722 build
Post by: karajorma on August 29, 2005, 12:02:03 pm
It's fixed apparently. Should be in the new FRED version Phreak posted but I haven't had the time yet to check it out.
Title: 20050722 build
Post by: Goober5000 on August 29, 2005, 03:19:38 pm
Quote
Originally posted by Mav
:o Errmmm... - seems like I remembered something wrong:
The bug is there in co-op and dogfight (I really tried this), but it seems like I didn't test SP earlier (though I thought so). I tested it two days ago just to be sure I reported correctly, and guess what - the bug wasn't there... :o
Ok, so now the status is for me the following: The bug is there in all MP-missiontypes (co-op, TvT and dogfight), but not in SP.
Might it have to do something with the extension of the wing-naming system (player wings being able to be called something else then Alpha, Beta, etc.) ?:confused:
I've said it a hundred times and I'll say it yet again: Don't try to debug if you're not a programmer.  Same reason you don't try to diagnose if you're not a doctor.  You just give us the symptoms, and we'll figure it out.  The cause of this bug was nothing more fantastic than a missing "=" sign.  It's fixed in the newest FRED build.
Title: 20050722 build
Post by: Mav on September 09, 2005, 11:23:58 am
Sorry, I was only speculating in case it might help. You're completely free to ignore these speculations, of course. :)