Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: taylor on June 11, 2006, 09:00:22 pm
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You know what to do: http://fs2source.warpcore.org/exes/3.6.9-RC2.zip
Includes Launcher 5.4 final (unless a bug slipped through), FRED2 and FS2_Open builds. Be sure to update any Mantis bugs if they are fixed now, and report any new bugs.
OS X version: http://fs2source.warpcore.org/exes/osx/FS2_Open-3.6.9-RC2.dmg
EDIT: Here are patches to fix the MediaVPs which have broken alpha blended effects:
- to fix mv_effects.vp: mv_alphapatch.rar (http://fs2source.warpcore.org/mediavp/mv_alphapatch.rar)
- to fix mv_adveffects.vp: mv_advalphapatch.rar (http://fs2source.warpcore.org/mediavp/mv_advalphapatch.rar)
These are just temporary until DaBrain can finish doing whatever he is doing for a better update. The patches will work with all builds though so there is no harm in using it. All it does is fix the few effects that were in the wrong format.
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(http://img50.imageshack.us/img50/3897/screen00878ml.jpg)
its not supposed to do that...
-spec -glow -env -jpgtga -mipmap -2d_poof -missile_lighting -img2dds -no_vsync -dualscanlines -targetinfo -orbradar -ballistic_gauge -ship_choice_3d -3dwarp -warp_flash -snd_preload -alpha_env -fps -fov .60 -ogl_spec 90 -ambient_factor 45
maybe img2dds is the problem, sometimes it causes problems like that
nope, it isn't i just checked.
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its not supposed to do that...
Actually, it is. The effects are wrong. That image has an alpha channel when it shouldn't. Fix it to actually be a 24-bit RGB image and it will be fine. There is a new alpha blending mode which can make proper use of alpha channels unlike the standard alpha blend mode (so that you can have real black and dark grey effects). This is just the same thing as with the envmaps and using -alpha_env with bad shine maps.
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oooooooooooohhhhh new blending sweet!
that means i can make new thingys to take advantage
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(http://img155.imageshack.us/img155/1088/screen00905in.jpg)
i'd say it looks alot better, on the whole.
thanks for the update
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DaBrain is working on even better effects since he's been playing with it for weeks. The effect is actually a request by Lightspeed in 2004, and it just took me a really long time to get all of the code in order for it work properly. :)
DaBrain asked about it again not too long ago and all it took was a one line change to make it happen (after the amount of work that had already be done). There was a cmdline option to enable it previously, but the option was never supposed to make it into 3.6.9, and it was a non-public thing while the effects were being made. A patch for the broken effects in the MediaVPs is forthcoming but all of the mods need to get their effects in order too.
I've been pushing the proper use of image types (when to use DXT1 or DXT5, etc.) for effects since the end of last year. Now you have one of the clues as to why. ;)
Just wait until you see what this will do with the new explosion effects and particle system upgrades. :D
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Actually I've posted a thread about this in the BtRL internal. And I've told you about the content problems.
Well, I got all FS2 effects fixed, but I can't upload the files cause I'm not at my PC right now. It will take a while till I can go online with my own PC again...
The fixes will be part of the next Media VP.
There will also be a number of effects that will be using this feature. And it will be used be SoL and BtRL too.
http://img310.imageshack.us/img310/6596/screen02296ch.jpg
(new BtRL explosion effects in the works)
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I still get some invisible ships though, even with mediavps alphapatch.
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Loads beautifully. However, I have one _majorly_ serious issue. No nebulae display on ANY mission, no matter how it's loaded, for either FS2 missions or FSPort. Using the new launcher and RC2. If I keep the launcher (as well as it's settings) and simply launch an earlier version exe (KARA 20060517, 20060531 or RC1) I get nebulae.
(note, when I launch those previous versions, I make sure it's named "fs2_open_r.exe" namely so the launcher isn't confused and neither is my video card profile for the game)
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can nebula poofs be alpha blended?
*has ideas about black nebulas*
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The smoke particals seem to be broken too. What are they in the effects Media VP?
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(http://img50.imageshack.us/img50/3897/screen00878ml.jpg)
its not supposed to do that...
-spec -glow -env -jpgtga -mipmap -2d_poof -missile_lighting -img2dds -no_vsync -dualscanlines -targetinfo -orbradar -ballistic_gauge -ship_choice_3d -3dwarp -warp_flash -snd_preload -alpha_env -fps -fov .60 -ogl_spec 90 -ambient_factor 45
maybe img2dds is the problem, sometimes it causes problems like that
nope, it isn't i just checked.
Is that a BSG custom skybox, with animated texture or static?
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To clarify, for missions that take place IN a nebulae (The Trinity Mission in FS2 for example) I am flying though a nebulae. It's just the backdrop background ones that don't display.
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Is that a BSG custom skybox, with animated texture or static?
go watch our Scar video in the BSG Game-warden forum video gallery and youll see
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Linky please.
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can nebula poofs be alpha blended?
Yup. Pretty much any effect that is alpha blended (ie, it uses black to simulate transparency) can use the new alpha blend mode if you just make it have real alpha. It's automatic if you get setup the effect graphics in the correct format. :)
The only problem currently is that some of that particle effects look strange with this. I'm working on some particle code updates to fix that, but those changes aren't going to be ready for 3.6.9.
The smoke particals seem to be broken too. What are they in the effects Media VP?
Hmm, which smoke particles? There is one (particlesmoke01) which is included in the patch in the first post. The other smoke particle was fine I think (was already DXT1). If you are using the patch and it still messes up then let me know.
To clarify, for missions that take place IN a nebulae (The Trinity Mission in FS2 for example) I am flying though a nebulae. It's just the backdrop background ones that don't display.
Seems to work ok for me. Are you just referring to the nebula poofs, the fog, or what?
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I've noticed that the ||||||||||||||||||||||| - text bug is also still in there.
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(d)neb01 through (d)neb18 in FS2 Campaign and FSPort Campaigns are a no show.
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(d)neb01 through (d)neb18 in FS2 Campaign and FSPort Campaigns are a no show.
Ahh, I think I know what you are referring to now. Those are bad TGAs (if you are using mv_adveffects) and have a incorrect alpha layer which makes the image not show up in game. This should have been fixed a long time since I've complained about those on multiple occasions.
I'll update the mv_alphapatch VP later today with fixed versions of those graphics, or you can just not use mv_adveffects. DaBrain should be able to provide better versions in the new MediaVPs.
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To clarify, for missions that take place IN a nebulae (The Trinity Mission in FS2 for example) I am flying though a nebulae. It's just the backdrop background ones that don't display.
I also get this, in some missions nebulae on the background aren't there. The ls_neb.vp is somehow not being loaded.
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So, something got fixed in RC2 that revealed broken media files. Lemme guess, the issue of on-screen corruption regarding those very same nebs on continious play or when repeating a mission, yes? Or something else entirely?
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So, something got fixed in RC2 that revealed broken media files. Lemme guess, the issue of on-screen corruption regarding those very same nebs on continious play or when repeating a mission, yes? Or something else entirely?
Something else entirely. The media files have been broken for a very long time (at least 2 years), it's been known, and I have been sitting on several graphical improvements for quite a while because of that. New features (and me) are getting pretty intolerant of the broken images though and will have issues from now on since the images haven't been fixed yet. This is one of the reasons that I use my own set of MediaVPs, so I don't have to deal with these issues personally. All of the data will get fixed, and the only real change, is that now it's no longer an option.
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This one doesn't seem to have voice synthesis just like 3.6.9 didn't. I went to the tech database but no voice.
Yeah, I forgot to enable speech or voice for those builds. Since I don't use those features I don't think about it when I build.
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Hmm... when I fire up the new launcher now it crashes when I change the executable to the new build. If I lop the launcher ini and flags file, it crashes on startup :( Nothing particularly useful in the crash log either afaics
I can get the game to run using the previous switches and the ones from the second post in this thread, but the models appear to be more or less transparent. This is on Chapter 2 of the Revenge mod/campaign.
I'll try and do some more investigation in the morning.
WinXP, Radeon Mobility 9800 using the 6.5 catalyst drivers, dx9
PS. Voice syth would be nice :nod:
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does anyone have submodel animation working under this build?
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First post updated with a newer mv_alphapatch.vp (forgot to fix yellow_glow.tga) and also a mv_advalphapatch.vp which has the fixed background nebula.
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No problems here. Very good shape. I quite like the launcher fixes.
Small question: "Enable mipmaps" only generates mipmaps for those files that don't have them, right? If so perhaps the option should be renamed for clarity?
Is yellow_glow.tga even supposed to be in effects? All the others (and a duplicate of it) are in maps.
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w00t! The mv_advalphapatch make's them look even better than they did. In fact, I died just looking at them cuz I wasn't paying attention. ;)
Which let me discover that one problem is still hanging around, I'll try and see if I can determine if it's just there, or if one of my launcher settings is causing it.
(http://img49.imageshack.us/img49/3264/screenshotrc2quicklaunch3kb.th.png) (http://img49.imageshack.us/my.php?image=screenshotrc2quicklaunch3kb.png)
This corruption occurs on either subsequent missions after the first, or on quick starting first mission (or even returning to flight deck and then relaunching the mission)
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Small question: "Enable mipmaps" only generates mipmaps for those files that don't have them, right? If so perhaps the option should be renamed for clarity?
Is that what it says? I've never really paid any attention to it. It should really say "Generate mipmaps" or something similar to that. And in OpenGL it will only generate mipmaps when using -img2dds or when making render-to-texture graphics. It's pretty much just a waste in 80% of the other cases, and we can't properly filter out interface graphics at load time to avoid making mipmaps for those (since it's 100% useless in that case).
Is yellow_glow.tga even supposed to be in effects? All the others (and a duplicate of it) are in maps.
Nope, it is supposed to be in maps. I just extracted the first one I saw and didn't realize where it was (another reason I prefer my own mediavps, no duplicates :)). I'll get that fixed in the morning.
Which let me discover that one problem is still hanging around, I'll try and see if I can determine if it's just there, or if one of my launcher settings is causing it.
This corruption occurs on either subsequent missions after the first, or on quick starting first mission (or even returning to flight deck and then relaunching the mission)
It's -env that's causing it, though exactly which part of all of that is still a mystery. The current thought is that it's a FBO bug in our code, or it's triggering a FBO bug on ATI's side. The problem doesn't appear to happen with any NVIDIA card (that's been reported), and only with a handful of ATI models. Yet another one of those things which is impossible for me to reproduce and therefore extremely difficult to fix. I'm reworking some of the FBO code tomorrow so maybe after that the problem will either be fixed, or more easily identified.
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Great work! What's the ETA on the fixed set of vps? :)
PS, the debris/reticle crash is still present. It's consistently replicatable on the FEP mission 'Battlefield' by hitting 'target in reticle' a few times.
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Nope, it is supposed to be in maps. I just extracted the first one I saw and didn't realize where it was (another reason I prefer my own mediavps, no duplicates :)). I'll get that fixed in the morning.
I've noticed alot of duplication in the VP's when I went to merge your fixed releases into a copy of the 3.6.8z's. Having just rebuilt them, I can relate that it's a pain to track what's really supposed to be where.
For instance, in mv_effects:
maps\bomber*.* and fighter13-01a-glow.dds should be in mv_textures
maps\blue_glow1_small.tga, green_glow2_small.tga, hornet_bitmap.pcs, red_glow*.tga, teal_glow.tga, yellow_glow.tga and yellow_glow_small.tga should be in mv_models.
models\bomber*.pof, bonus2t-01.pof, fighter*.pof, install01.pof & transport2t-01.pof should be in mv_models.
In mv_textures:
models\cruiser03x.pof should be in mv_models.
In mv_models:
missions\*.fs2 should be in mv_core.
That's not counting having mv_alphapatch and mv_advalphapatch overwrites. Of course, all of those locations could just be arbitrary and they could really go anywhere, but to reduce the amount of duplication, the above works beautifully.
It's -env that's causing it, though exactly which part of all of that is still a mystery. The current thought is that it's a FBO bug in our code, or it's triggering a FBO bug on ATI's side. The problem doesn't appear to happen with any NVIDIA card (that's been reported), and only with a handful of ATI models. Yet another one of those things which is impossible for me to reproduce and therefore extremely difficult to fix. I'm reworking some of the FBO code tomorrow so maybe after that the problem will either be fixed, or more easily identified.
I feverently hope it's fixable through SCP. Though I've noticed many problems with regards to ATI's drivers. I'm going to run tests starting with Catalyst drivers 4.9 to current to see if it happens in all of them. I don't tend to use drivers past 4.12 (though I'm currently running the 6.4's) for my card simply because of 2 things: Removal of Trueform in post 5.4(?) drivers, and performance issues with certain things in ALL of the 5.x and 6.x drivers. (Things like, WA5's Milkdrop visualizer in Desktop mode halving or quartering FPS when I hover over _anything_ that generates a tooltip or ballon, Oblivion turning into a stop motion slideshow with AA when I encounter an Oblivion Gate, etc)
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Okay, now this is a serious Whiskey-Tango-Foxtrot.
The display corruption I linked above? Yeah, it doesn't happen on FSPort missions, no matter how many times I restart one or how many I play consecutively. Still calling to the same (d)neb files, but no corruption. And yes, -env is enabled (and yes, disabling -env prevents corruption in FS2 missions, but you already knew that.)
**EDIT: After having just rebuilt my media vp's (as documented above) I now no longer have any display corruption issues with FS2 missions on consecutive play or restarting (either in mission restart or post-death)
I think I'm going to go drink something stiff and hope my head doesn't explode.
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Hmm... when I fire up the new launcher now it crashes when I change the executable to the new build. If I lop the launcher ini and flags file, it crashes on startup :( Nothing particularly useful in the crash log either afaics
I can get the game to run using the previous switches and the ones from the second post in this thread, but the models appear to be more or less transparent. This is on Chapter 2 of the Revenge mod/campaign.
I'll try and do some more investigation in the morning.
WinXP, Radeon Mobility 9800 using the 6.5 catalyst drivers, dx9
PS. Voice syth would be nice :nod:
Can anyone suggest any troubleshooting measures I can try here?
What little info I've gleaned from windows:
AppName: launcher.exe AppVer: 5.4.0.0 ModName: launcher.exe
ModVer: 5.4.0.0 Offset: 0000dfae
If I use the new launcher with RC1, it seems to work (!)
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Ummmm, yes
:welcome:
format and re-install windows :D
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I'm not sure I could justify that :lol:
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Try running the debug builds (the ones ending in _d.exe rather than _r.exe).
If that doesn't give you an error you can post here, try running FS2 with no mods and no media VPs (If you followed my FAQ or have ShivanSPS's 1.5 pack or above that will be a simple as clicking the no mod button in the launcher).
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Hey Kara,
I'm afraid it's not Freespace itself that's crashing, but the launcher. From the looks of it on my system the new launcher doesn't like RC2 of the executable...
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In that case you should have posted this on the launcher 5.4 thread really :) I've got no idea why it should be crashing using 5.4 though. You don't actually need the launcher really though. Set up one of the other builds that does work and then simply run 3.6.9 directly for now. It's a bit of an annoyance but it should work :)
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voice synthesis doesn't work for me at all in this build, even when I activate it. But it works in taylors 6/13 build.
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Read the thread, dude...
This one doesn't seem to have voice synthesis just like 3.6.9 didn't. I went to the tech database but no voice.
Yeah, I forgot to enable speech or voice for those builds. Since I don't use those features I don't think about it when I build.
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(http://img489.imageshack.us/img489/2672/clipboard010eo.th.jpg) (http://img489.imageshack.us/my.php?image=clipboard010eo.jpg)
Seems to be a problem with rendering transparency with this RC2.....shield hit detection on other ships appear fully black, as well as the outer trails of the Hornet missles...
RC1 worked fine
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Abut pactching the VPs, what happend if I extract the MV_effects and MV_adveffects and just override the needed files availible in MV_alpha patchs?
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Seems to be a problem with rendering transparency with this RC2.....shield hit detection on other ships appear fully black, as well as the outer trails of the Hornet missles...
Not a build issue, it's a problem with the media files. Grab the alpha VP patches linked in the first post and you should be fine until the fixed MediaVPs can be released.
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Some comments. Last night, I finally got this set up and I was thrilled to see, that, having left my FS2 Disc 2 in the drive, the build played the MVEs right off the disc. Thank you, Taylor. Something not so good, it will only try with the FS2 discs. I tried putting in my Freespace Disc 1 for purposes of playing the movies for FS Port and it complained that the wrong volume was in the drive. I'm not sure that this is a build issue though. However, once I just copied the MVEs from the discs, FSPort played the movies just fine. Excellent work. Now if my new video card will show up so that things like high poly asteroids in the mission to clear out 4 vasudan wings in the Great War don't make my half dead one keep locking up.
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Something not so good, it will only try with the FS2 discs. I tried putting in my Freespace Disc 1 for purposes of playing the movies for FS Port and it complained that the wrong volume was in the drive. I'm not sure that this is a build issue though.
That stuff is hard-coded in the binary and not something that's easily changed for mods.
I did (or do, in an old code tree) have a new feature which would allow mods to customize this stuff via a table. It allows them to set what mission names are in a campaign (so that they can not show up in the single missions list), what missions need certain CD volumes (for the purposes of movies), and also custom icons for use in the multiplayer and simroom UI, all via a table. Although this was thought of as a good idea, it still doesn't have much support from the community. It just doesn't do enough to warrant yet another tbl. Even I think it should do more, just not sure what. So, that's something that is coming at some point in the future, if I ever figure out what else to do with it.
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That's cool. If I have any ideas on the subject of that table, I'll let you know.
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Build initially worked for me, now launcher refuses to load aswell as game. When the game did work I got the following error. This happens when acording to the fs.log file it is:
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
fs2_open_d caused an Access Violation in module ntdll.dll at 001b:7c911f52.
Exception handler called in FreeSpace 2 Main Thread.
Error occurred at 6/16/2006 17:31:56.
I:\Freespace2\FreeSpace2\fs2_open_d.exe, run by Unknown.
1 processor(s), type 586.
1024 MBytes physical memory.
Le edit: Any previous build, such as the build bundled with the FS2 SCP pack fred2_open_r-20060323.exe dosn't give me any issues.
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I did (or do, in an old code tree) have a new feature which would allow mods to customize this stuff via a table. It allows them to set what mission names are in a campaign (so that they can not show up in the single missions list), what missions need certain CD volumes (for the purposes of movies), and also custom icons for use in the multiplayer and simroom UI, all via a table. Although this was thought of as a good idea, it still doesn't have much support from the community. It just doesn't do enough to warrant yet another tbl. Even I think it should do more, just not sure what. So, that's something that is coming at some point in the future, if I ever figure out what else to do with it.
Why do we need a new table for this? Surely this is cutscenes.tbl's raison d'etre?
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Why do we need a new table for this? Surely this is cutscenes.tbl's raison d'etre?
CD volumes are specified in the mission list for purposes of data retrieval, including movies, but not exclusive to movies. The main purpose is to allow you to use VPs off of a CD rather than having all of them installed. The cutscenes.tbl already has a required $cd: setting if I'm not mistaken. The purpose of the new table isn't specifically for this, and I should have made that more clear. The cutscene code just needs to not directly specify a freespace 2 cd volume name, with an optional volume name option in the cutscenes.tbl. So, even though my new code includes this as part of the upgrade, it can be fixed without the new code I was working on (better that way anyway), but it's still not going to happen until after 3.6.9.
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Well I got the debris crash. I can target debris but mostly when there is action I press Y and it'll target it and crash. I know it's a known bug I just wanted to say I got it. Other then that on the third mission on the FS2 campaign, I had the Psamtik take forever to arrive. Also missing speech. It's unusual, I think my computer no longer has enough memory 1gig to run a FS2 mission with advanced effects on lol. I will be testing with normal effects only and will let you guys know If there are as many problems.
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Spac, the debris issue has been resolved in one of taylors newer builds. I'm hoping for a new RC soon. :)
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Hey spac, if it gets really annoying, you can use this (http://www.hard-light.net/forums/index.php/topic,40427.0.html) build, it may not be as stable as RC 2 but I haven't had any problems with it, it's fine as a stop gap mesure until RC 3 comes out (or maybe it'll be 3.6.9.0)
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I have a question regarding the Alpha VP patches, specially the Advanced effects patch:
Why the *.TGAs were saved using RLE Compression ?
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Build initially worked for me, now launcher refuses to load aswell as game.
Delete your flags.lch file and see if that makes a difference. If the launcher just won't load the RC2 build (or newer) then I might have an idea why. I'm going to update the Launcher binary later tonight and see if I can't get that fixed.
Why the *.TGAs were saved using RLE Compression ?
Why not save them with RLE? It makes the size of the VPs smaller and that alone is a pretty good reason to do it.
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Build initially worked for me, now launcher refuses to load aswell as game.
Delete your flags.lch file and see if that makes a difference. If the launcher just won't load the RC2 build (or newer) then I might have an idea why. I'm going to update the Launcher binary later tonight and see if I can't get that fixed.
No, didn't. Using the 5.3, I can get the RC2 build to give me this error:
fs2_open_d caused an Access Violation in module ntdll.dll at 001b:7c911f52.
Exception handler called in FreeSpace 2 Main Thread.
Error occurred at 6/16/2006 17:31:56.
I:\Freespace2\FreeSpace2\fs2_open_d.exe, run by Unknown.
1 processor(s), type 586.
1024 MBytes physical memory.
Problem is in my install?
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Have you tried the 5.4 launcher?
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Try rebooting.
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Launcher now works, but I still cannot get the RC2 build to run.
Nor the debris fields build.
Same bug thats traced to a windows DLL file.
EDIT number N: The problem is in the sound somewhere, disabling Music dosn't help, but it runs fine without sound. Atleast loads, I can't play without sound. :confused:
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Would it be wise to merge all of the FS2 vp (smarty, sparky, root etc) in one single vp. I prefer one big file rather than multiple smaller ones.
One more thing I extracted the interface files from both sparky and sparky_hi in one interface folder, then when i try to add them with VPCS, I get an message saying It cant find the HUDConfig file, however this file is present.
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Okay After Testing This is my final list of problems encounted. I'm not really looking for fixes just wish to announce problems I've encounted for bug testing purposes. :)
Here are the PC specs.
AMD AthlonXP (non semperon/old cpu architecture) 2500+
1500mb of system memory
256mb nVidia 6800GT 400core/1000mem mhz
Sata 1 80meg HD
Windows XP SP2
FS2 SCP 3.6.9 RC 2
Media VP 3.6.8 Zeta with alpha patch.
1. Debris crash with the target under redical command (Thanks for the advice on this however I will use the current RC for the testing purposes. :) TY Again though)
2. In Mission Rebels and Renegades the Iceni moves around as if it's a fighter engaging the enemy ships, problem with this is it likes to ram you when it moves. I don't recall it move around so much in the retail. Once it gets the order to goto the node it acts normally.
3. A Lion at the Door Shivan fighters using old teal subspace jump effects. Also Poor performance on this mission.
4. The Sixth Wonder the GTI Arcadia(enif station) blue light on the top that goes across has alpha problems( black backgrounds)
5. A Weird Random crash for no paticular reason, gone after upgrading my video card to a GeforceFX 6800GT from an ATI Radeon 9600 Pro
6. Inproper alignment of menu sections on resolutions 1280x1024 and above on ATI Radeon 9600 Pro card (proper alignment on my GeforceFX 6800GT.)
7. Problem loading openAL with motherboard running nforce onboard sound. (works after nvopenal.dll is deleted, don't have issues with that file installed with other openal programs.)
8. Final movies in FS1Port 3.0.3 do no start.
9. After going commit on multiplayer game hosting, game crashes while in the waiting room while waiting a reasonable time, if all playes commit no problem because it's not in the waiting room for any amount of time.
Hope all this helps. :)