Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: phreak on April 12, 2006, 11:13:55 pm
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OK i noticed no CVSs have been posted for nealy a month so i took the liberty of posting what i had. I don't have the newest compiler available, so i'm unable to make optimized builds that redmenace posted.
fs2_open_r (http://fs2source.warpcore.org/exes/latest/April2006/April12/20060412-fs2_open_r.zip)
fs2_open_d (http://fs2source.warpcore.org/exes/latest/April2006/April12/20060412-fs2_open_d.zip)
fred2_open_r (http://fs2source.warpcore.org/exes/latest/April2006/April12/20060412-fred2_open_r.zip)
fred2_open_d (http://fs2source.warpcore.org/exes/latest/April2006/April12/20060412-fred2_open_d.zip)
edit:
I don't think i have voice recognition or synthisized voices in there either.
Post bugs on mantis
If this build fixes any bugs on mantis, please let us know so we can close/resolve them.
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Many thanks phreak, this will be really useful for test the new features that have been introduced a few days ago...
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This fixes a bug with img2dds causing corrupted textures. We really need a recent main build of this out that has support at least for synthesized speech and processor optimizations.
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before i touch this, has anyone found this randomly crashing?
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before I touch this, no, I haven't
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ah, i know what's wrong, thanks to karajorma. there may be a 'wild' pointer somewhere, where it has a null value. something's trying to change it and it spouts off a fatal error message.
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Well actually I said that a wild pointer is a likely the explaination for the crash.
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If its crashing, give me the errorlog.txt and i can use it to find exactly where its crashing from the map files i included.
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ok, it isn't crashing. i can't get into the game because this build won't load the flag file.
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Is the "randomly untargeting destroyer when I have bombs" bug fixed?
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Is the "randomly untargeting destroyer when I have bombs" bug fixed?
It's fixed but I don't think the fix made it into this build (fix went in CVS after this build was released).
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I think it missed by an hour :p
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phreak, can you take a look at whatever loads the flag file? these builds won't load it...
edit: correction, the debug build won't load the flag file.
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try running the build without the launcher and see what comes up.
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"This application has failed to start because MSVCP60D.dll was not found. Re-installing the application may fix this problem."
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hmm thats interesting, i think its some debug DLL that only comes with visual c. Since this is a system file, i take no responsibility if it damages your PC. Download to C:\windows\system32
http://fs2source.warpcore.org/exes/phreak/MSVCP60D.DLL
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I get the flag problem too on debug builds of both FSO and FRED. Attempts to run without the launcher give:
"The ordinal 4951 could not be located in the dynamic link library MFC42D.dll"
I remember having problems like this with a debug FRED build earlier this year. It complained about not finding some DLL files, so I did net searches and found them, one by one. This particular one however, seemed to disagree with it. Forunately, the builds that followed didn't have this problem so I didn't give it further concern.
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its probably my compiler, so we'll just put it down to that.
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Shot down in flames there weren't you ;) sorry, sorry...
I didn't really want to touch this anyway without voice synthesis.
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So uh... why not add the necessary files of the speech SDK to the CVS module, like has already been done with the dx8 sdk etc? ;) I've packed them up here (http://www.qeyleb.net/files/speechsdk.rar) to save you some time...
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i've had the speech sdk, i never compile with it for some odd reason
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So uh... why not add the necessary files of the speech SDK to the CVS module, like has already been done with the dx8 sdk etc? ;) I've packed them up here (http://www.qeyleb.net/files/speechsdk.rar) to save you some time...
[sarcasm-alert]
Oh yippeee, more Windows specific crap that 90% of the people who build from CVS can't use, but have to download anyway. But don't worry, we don't actually mind having to checkout the Windows-only oggvorbis stuff (1.7meg), the Windows-only dx8dsk (3.4meg), or even the Windows-only dx9sdk (59meg). Nope, we surely don't. We get our 20meg or so of actually useful cross-platform code and we are totally happy with that. All is great with the world.
[/sarcasm-alert]
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Ah, understandable. Yeah the cross-platform issue entered my mind but then left when I saw all the other stuff was already there :doubt: ...hmm, do we even use the dx9 stuff? (heck I'd prefer to compile with only OpenGL anyway; there wouldn't happen to be a #define for that would there?)
Sorry, I'm new to the CVS thing, but isn't there some sort of option or 'branch' or something, that could be set up so that stuff like that is only downloaded if specifically asked for? Especially if it's only for the 10% of us as you say. ...Or did that end up being too complicated for some of the 10%? ;)
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Ah, understandable. Yeah the cross-platform issue entered my mind but then left when I saw all the other stuff was already there :doubt: ...hmm, do we even use the dx9 stuff? (heck I'd prefer to compile with only OpenGL anyway; there wouldn't happen to be a #define for that would there?)
The DX9 code was never committed, though we did get the full SDK, which remains totally useless. ;)
There is a NO_DIRECT3D define which is used for the non-Windows builds. I've never actually tried using it under Windows though, and you'd probably have to add #ifndef NO_DIRECT3D to all of the grd3d* files to avoid actually building it in. I keep meaning to do that myself but just haven't gotten around to it.
Sorry, I'm new to the CVS thing, but isn't there some sort of option or 'branch' or something, that could be set up so that stuff like that is only downloaded if specifically asked for? Especially if it's only for the 10% of us as you say. ...Or did that end up being too complicated for some of the 10%? ;)
There were a lot of complaints (and real issues too) about having to have all of the various SDKs so things just started getting dumped in CVS. The SDKs could be added to a new CVS module, but there would likely be complaints about having to check that out as well as the game. :sigh: It's not necessarily a bad thing to add them in there, but it's not much fun for some since the SDKs are easily gotten elsewhere. The OS X code has it's own frameworks included, weighing it at about 1meg, but those are custom built for the game so it's actually difficult to come up with those on your own. Those frameworks are also compressed into a single file which is nice for those people who don't need it, but also makes the builder do at least a little work before being able to compile.
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well, i'm happy to say i have absolutely no problems with this build. :D