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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: taylor on June 20, 2006, 10:14:04 am

Title: 3.6.9 Release Candidate 3
Post by: taylor on June 20, 2006, 10:14:04 am
Per usual... check for old bugs that have been fixed, check for old bugs that have NOT been fixed, check for new bugs.  And report any of those.  The Windows build includes both speech and voice recognition, though I don't know if either works.  Please let us know if one or the other isn't working.


Builds for:
Windows (http://fs2source.warpcore.org/exes/3.6.9-RC3.rar)
Linux (x86 (http://fs2source.warpcore.org/exes/linux/fs2_open-3.6.9-RC3-x86.run) | x86_64 (http://fs2source.warpcore.org/exes/linux/fs2_open-3.6.9-RC3-x86_64.run))
OS X (http://fs2source.warpcore.org/exes/osx/FS2_Open-3.6.9-RC3.dmg)

Source tarball (http://fs2source.warpcore.org/exes/linux/fs2_open-3.6.9-rc3.tar.bz2).


And remember to get the alpha patches for the MediaVPs, if you don't have them already:
 - 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)



NOTES:
Title: Re: 3.6.9 Release Candidate 3
Post by: Ace Pace on June 20, 2006, 10:39:03 am
Is there a changelog somewhere?
Title: Re: 3.6.9 Release Candidate 3
Post by: neoterran on June 20, 2006, 10:48:20 am
Windows Voice Recognition : Failed to load resource, failed to init.

I have the SAPI SDK installed before anyone asks.
Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on June 20, 2006, 11:24:49 am
Is there a changelog somewhere?
Nope, but here is a basic rundown of CVS commits since RC2:
 - "Y" targetting bug fixed
 - fix for warpout if player is docked to something
 - FBO fixes to allow better use in scripts
 - fix error handling in ds_get_free_channel() for OpenAL
 - fix super-functional counter-measures (fixes repeating evade sound and incompatible network packet and restores game balance)
 - make sure to use mission specified envmap (if one exists) over a static generated one
 - add -disable_fbo cmdline option to help troubleshoot ATI render errors with -env (allow -env to work with default cubemap or mission specified envmap only)
 - fix -img2dds related Assert()/crash on really small images that tried to rescale
 - fix green outline on PCX images compressed with -img2dds or when using -pcx32
 - disable depth render buffer that some ATI cards seem to have trouble with
 - disable automatic mipmaps for generated envmaps since the chain gets broken (it produces some black images for unknown reasons)
 - plus various debug related and big endian fixes


Windows Voice Recognition : Failed to load resource, failed to init.
Yep, I think it's just broken in the code.  Assume it won't ever be back unless RandomTiger returns to fix it.
Title: Re: 3.6.9 Release Candidate 3
Post by: wolf on June 20, 2006, 12:15:09 pm
- disable automatic mipmaps for generated envmaps since the chain gets broken (it produces some black images for unknown reasons)
ATI hardware can't do mipmaps for render-to textures IIRC, nvidia should be fine, though.
Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on June 20, 2006, 12:29:40 pm
ATI hardware can't do mipmaps for render-to textures IIRC, nvidia should be fine, though.
Not actually automatic in either case, it's done manually with a new function.  It's a basic part of the FBO extension so I'm sure ATI supports at least that, especially since it's working for some of their hardware for sure.  If the manual mipmap function isn't available and working then the game won't even use FBOs at all.

And I'm getting the black images on NVIDIA hardware, and only for some of the cubmap faces.  Sometimes it works fine.  But I don't want to deal with that for 3.6.9, it's easier to just disable it for now and work out the problems in the unstable CVS branch.
Title: Re: 3.6.9 Release Candidate 3
Post by: neoterran on June 20, 2006, 01:09:43 pm
wow, a year of CVS purgatory and all of a sudden a big push for a 3.6.9 stable and new 3.6.9 media vp set. what's up with that ?
Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on June 20, 2006, 01:21:53 pm
The last two releases (especially 3.6.7) had some bad issues that were only fixed in later CVS builds, so it's time to actually get something usable out to the masses.  This is also the first release that has really good Linux and OS X support too.  Plus, a lot of the holdups for new code have been because that code would probably break stuff and we are already maxed out for fixing bugs.  We've got all of it basically stabilized now so it's in a better condition to add new things to.

We'll just bug fix the stable branch (which is 3.6.9 at the moment) and if you use a normal CVS build then you just have deal with what you get.  Now that we have a stable and unstable branch there is nothing stopping all of the new, unstable, crashing, memory leaking, bug ridden code that you all seem to like so much.  :)
Title: Re: 3.6.9 Release Candidate 3
Post by: CP5670 on June 20, 2006, 01:31:15 pm
Does this have anything new regarding that X-fi command briefing bug?
Title: Re: 3.6.9 Release Candidate 3
Post by: Ace Pace on June 20, 2006, 01:42:38 pm
Just me or in the last few builds I can't target nodes?
Title: Re: 3.6.9 Release Candidate 3
Post by: Don-DiZzLe on June 20, 2006, 01:56:00 pm
Indeed, same here.
Title: Re: 3.6.9 Release Candidate 3
Post by: Ace Pace on June 20, 2006, 02:01:41 pm
Also, some bugs in ships spawning in some parts of the FS2 campaign, mostly in Nebula missions, not sure wether an FSO bug or FREDing mistake, but it cleared up with quitting and retrying missions.
Title: Re: 3.6.9 Release Candidate 3
Post by: wolf on June 20, 2006, 02:09:06 pm
It's a basic part of the FBO extension so I'm sure ATI supports at least that, especially since it's working for some of their hardware for sure.
You're right, I confused render-to-texture with non-power-of-two textures.
Title: Re: 3.6.9 Release Candidate 3
Post by: ARSPR on June 20, 2006, 02:10:53 pm
Just me or in the last few builds I can't target nodes?

Hey, I've been playing FS Port 3.0.3. mostly of time lately, and just till now, I thought this was a new port feature not some kind of bug. So this issue is 'quite' old not the last few builds (as example Backslash's multitargeting betas suffer it).

Wait or ask Taylor if you mantis it.
Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on June 20, 2006, 02:14:29 pm
Does this have anything new regarding that X-fi command briefing bug?
Nope, no clue what's causing it, so not much I can do about it until the new X-fi drivers get released.

Just me or in the last few builds I can't target nodes?
What was the last build that worked?  Now that I check, it's doing the same thing to me so there is deffinitely a problem here.  Try and figure out which build was the last to work, and then Mantis it.

Also, some bugs in ships spawning in some parts of the FS2 campaign, mostly in Nebula missions, not sure wether an FSO bug or FREDing mistake, but it cleared up with quitting and retrying missions.
What sort of bugs?  In which missions specifically?
Title: Re: 3.6.9 Release Candidate 3
Post by: Ace Pace on June 20, 2006, 02:22:05 pm
What was the last build that worked?  Now that I check, it's doing the same thing to me so there is deffinitely a problem here.  Try and figure out which build was the last to work, and then Mantis it.

A while back, I just recently came back to playing FS2(long story there), but I recall stuff from 2004 being non broken, sorry I cannot be more specific.

Quote
What sort of bugs?  In which missions specific

Definetly A Game of Tag where the last few ships refuse to show up. I think it's caused somewhere in the warping in stuff, as I recall Command saying that the enemies 'arrived', but they never showed up.
Title: Re: 3.6.9 Release Candidate 3
Post by: Shade on June 20, 2006, 02:26:20 pm
The problem with A Game of Tag is known. The ships do warp in, they just do not approach as they should. There's a fixed version floating around somewhere which will take care of it until the bug is gone - search should find it easy enough.

[Edit] Oh, and there's a list of builds Here (http://fs2source.warpcore.org/exes/latest/) going a ways back that can help figure out when the node bug first showed up.
Title: Re: 3.6.9 Release Candidate 3
Post by: Ace Pace on June 20, 2006, 02:30:44 pm
Found the fix, slightly dissapointing as I had to skip it.
Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on June 20, 2006, 02:53:34 pm
Found and fixed the node bug already so you can ignore that one.
Title: Re: 3.6.9 Release Candidate 3
Post by: pecenipicek on June 20, 2006, 04:48:24 pm
wow, a year of CVS purgatory and all of a sudden a big push for a 3.6.9 stable and new 3.6.9 media vp set. what's up with that ?
somebody got a boot up his arse from goob? :nervous: :p


no offense taylor, awesome stuff you are doing with SCP :)
Title: Re: 3.6.9 Release Candidate 3
Post by: neoterran on June 20, 2006, 05:55:18 pm
yeah, taylor, way to go, you're our heart and soul. Even if you are a Open-Source zealot.  :ick:
Title: Re: 3.6.9 Release Candidate 3
Post by: ThomasJeffersonJones on June 21, 2006, 03:22:59 am
How are the mediavp patches for effects and adv effects applied? 

In quickvp i can see how vp files can be extracted and merged...i think...but i can't figure how to recompile the resultant directories back into vp form -

Also if VPmage is the program to use, - does anyone have a link to a download?  I can't seem to get it from either hard-light or the source code project.
Title: Re: 3.6.9 Release Candidate 3
Post by: Wanderer on June 21, 2006, 03:32:37 am
Just place the mediavp patches (.vp files) into your into your mediavp directory

EDIT: You dont have to rebuild the vp files or anything. And it might be better if you wouldnt do that at all as if you later on run into mediavp related trouble it can be a little difficult to figure out the problem that is caused by using custom mediavps.
Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on June 21, 2006, 09:42:14 am
The problem with A Game of Tag is known. The ships do warp in, they just do not approach as they should. There's a fixed version floating around somewhere which will take care of it until the bug is gone - search should find it easy enough.
Found the real cause last night.  Or, narrowed it down on one commit, I should say.  Didn't see anything obviously wrong and haven't had another chance to look yet.  It will get fixed for the official 3.6.9 though.


somebody got a boot up his arse from goob? :nervous: :p
Actually I think it's my foot that's being swung about lately.  Sometimes it's just good to blame the other guy for being anal, and it's my turn to get blamed.  ;)


... Even if you are a Open-Source zealot.  :ick:
Dude!  That's, like, the nicest thing that anyone has ever said to me!    :D   :P
Title: Re: 3.6.9 Release Candidate 3
Post by: Ace Pace on June 21, 2006, 09:51:17 am
Taylor, one thing I've been wondering about(since it's summer I think I'll finnaly take the plunge and look at the source code) is wether you guys have any plans to redo the AI code, or is it too tangled?
Title: Re: 3.6.9 Release Candidate 3
Post by: vyper on June 21, 2006, 10:21:57 am
Getting black boxes around explosions and such. Since I've only just reinstalled FS2/fso I have no idea if this has been tracked down.
Title: Re: 3.6.9 Release Candidate 3
Post by: Ace Pace on June 21, 2006, 10:28:21 am
Getting black boxes around explosions and such. Since I've only just reinstalled FS2/fso I have no idea if this has been tracked down.

I think thats related to the MediaVPs, download the patchs linked to in the opening post of this thread.
Title: Re: 3.6.9 Release Candidate 3
Post by: vyper on June 21, 2006, 12:00:21 pm
Already tried. :|
Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on June 21, 2006, 12:46:00 pm
Already tried. :|
It would be the same problem though (incorrect image files).  Make sure no other mods are providing bad data and that you don't have any extra effect files in there which might be causing the problem.  You can pretty much only get those black squares if the effect is DXT5 or 32-bit TGA when it should be DXT1 or 24-bit TGA (ie, images that shouldn't have an alpha layer).  ANI, PCX and JPG images can't get rendered wrong like that since ANI is at most 24-bit (if using -img2dds), PCX is ignored completely, and JPG can only be 24-bit.
Title: Re: 3.6.9 Release Candidate 3
Post by: Leviathis on June 21, 2006, 08:45:19 pm
NOOB question here...

How do i get 3.6.9 to work..?

It gives me 2 files... "fs2_open_d" and "fs2_open_r"

Both of them give me a "fatal error" when i select them from the launcher.

??
Title: Re: 3.6.9 Release Candidate 3
Post by: ARSPR on June 22, 2006, 01:10:45 am
NOOB question here...

How do i get 3.6.9 to work..?

It gives me 2 files... "fs2_open_d" and "fs2_open_r"

Both of them give me a "fatal error" when i select them from the launcher.

??

d are debug exes which creates a log file (fs.log IIRC) and do not have optimizations. You should normaly use r versions which are release ones but when tracking and reporting crashes.

Be sure that you have OpenAL instaled (search in creative web page), Launcher 5.4., vp 3.6.8. zeta and the alpha patches. Check Karajorma's FAQ on how to install FSOpen.
Title: Re: 3.6.9 Release Candidate 3
Post by: Nuke on June 22, 2006, 03:25:32 am
scp is getting pretty damn stable lately. i was able to fly and blow up every ship in nukemod without a crash. taylor just kicks ass! :D
Title: Re: 3.6.9 Release Candidate 3
Post by: IPAndrews on June 22, 2006, 03:27:46 am
Kara is your class change before arrival stuff in this?
Title: Re: 3.6.9 Release Candidate 3
Post by: karajorma on June 22, 2006, 05:04:54 am
Yep. That was submitted to both CVS branches and should be in any build from now on :)
Title: Re: 3.6.9 Release Candidate 3
Post by: Vasudan Admiral on June 22, 2006, 10:15:00 am
It would be the same problem though (incorrect image files).  Make sure no other mods are providing bad data and that you don't have any extra effect files in there which might be causing the problem.  You can pretty much only get those black squares if the effect is DXT5 or 32-bit TGA when it should be DXT1 or 24-bit TGA (ie, images that shouldn't have an alpha layer).  ANI, PCX and JPG images can't get rendered wrong like that since ANI is at most 24-bit (if using -img2dds), PCX is ignored completely, and JPG can only be 24-bit.
I think there might be more to it than that - it seems that only the bitmap in the "@Laser Glow:" field is rendered for primary weapon types ATM.

Anything I try in the "@Laser Bitmap:" field shows up as a black square in game as far as I can tell. Images without an alpha channel seem to have their black square backgrounds showing, such as the flak shots, and I don't think "@Laser Glow:" bitmap glows escape this totally either.
A few missile trails still have black background outlines, and some beams or pieces of beams are now missing. :\

Also, non-flak muzzleflashes don't appear to display when firing out of turrets anymore either - though if you arm the weapon on yourself, they do appear.
None of the above was present before the RC2 release - "fs2_open_T-20060513.exe".

Errm, should I mantis this or does it sound more like a messy install? Is anyone else having similar issues?
Other than that though, this build's rock solid. Not a crash in sight. Awesome work. :D
Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on June 22, 2006, 10:50:59 am
Sounds like a messy install actually. ;)  But if you could send me one or more of those problem graphics I'd like to take a look and make sure that there isn't something wrong with the code.  That code was well tested, but that doesn't mean it's perfect, we're mainly just waiting on the content to catch up with the code at the moment.
Title: Re: 3.6.9 Release Candidate 3
Post by: ThomasJeffersonJones on June 22, 2006, 11:14:59 am

I'm running 3.6.9RC3 with all 3.6.8zeta media vp's save adveffects,
anyway - at random points during missions, my framerate is perfect and everything is rendering correctly, yet my system will just completely power-off.  It just shuts itself down.  And this is not after hours of play... i've had my computer shut down a few minutes into the first mission of a play session. 

The only thing i can think of is cpu overheating activating some safeguard on the motherboard...I built the system myself and while the case doesn't have great airflow from the front, - i've never had any temparature problems in the past, everything's neat and tidy in there - and my system generally runs like a dream.

I don't have a  ton of experience with overheating issues -- and 3.6.9RC3 is the first fsopen build i've ever run...my introduction to the great work that's going on at HLP,  - does this system power off issue sound like overheating?  I've had this system for almost a year, and have run many games on it - so far Freespace SCP is the only application that's had this startling effect.  Does anyone here find that FS2SCP tends to heat up their system to an unusual degree?

     
Title: Re: 3.6.9 Release Candidate 3
Post by: Diomedes on June 22, 2006, 11:37:27 am
noob question: where are the mediavp folders located?  I want to apply the patches but don't know where to put them.
Title: Re: 3.6.9 Release Candidate 3
Post by: ARSPR on June 22, 2006, 11:50:49 am
noob question: where are the mediavp folders located?  I want to apply the patches but don't know where to put them.
They are located where you have installed it. Vps aren't folders, they are just a kind of 'zip archives' which contain models, textures and other effects which, if properly installed, override retail ones. Please read Karajorma's FAQ (look for the link in his signature a few posts above) on how to install mediavps, mods and so on. At the begining, setting up FSOpen with its enhacements can be a little tricky. (Just one thing, if you use the latest version of Launcher (v.5.4) you don't need to type SecondryList=,whatever instead of SecondaryList=whatever, they were tricks to solve previous version bugs. You will understand this after reading the FAQ).


I'm running 3.6.9RC3 with all 3.6.8zeta media vp's save adveffects,
anyway - at random points during missions, my framerate is perfect and everything is rendering correctly, yet my system will just completely power-off.  It just shuts itself down.  And this is not after hours of play... i've had my computer shut down a few minutes into the first mission of a play session. 

The only thing i can think of is cpu overheating activating some safeguard on the motherboard...I built the system myself and while the case doesn't have great airflow from the front, - i've never had any temparature problems in the past, everything's neat and tidy in there - and my system generally runs like a dream.

I don't have a  ton of experience with overheating issues -- and 3.6.9RC3 is the first fsopen build i've ever run...my introduction to the great work that's going on at HLP,  - does this system power off issue sound like overheating?  I've had this system for almost a year, and have run many games on it - so far Freespace SCP is the only application that's had this startling effect.  Does anyone here find that FS2SCP tends to heat up their system to an unusual degree?

FSOpen runs fine in my system. Try monitoring your Temperatures AND Mobo Voltages with Motherboard Monitor (search in google) or any other utility.
Title: Re: 3.6.9 Release Candidate 3
Post by: Diomedes on June 22, 2006, 12:06:31 pm
I asked only because I got the impression you have to use a prog to extract the contents of one of the main vp files (whereby you can access the mediavp directory), then recompile the vp files with the patches to complete the process... 

Having read the FAQ, it seems all i have to do is create a mediavps folder and dump them in there.  That done, I see no visible changes to the desired effect.
Title: Re: 3.6.9 Release Candidate 3
Post by: ARSPR on June 22, 2006, 01:14:37 pm
I asked only because I got the impression you have to use a prog to extract the contents of one of the main vp files (whereby you can access the mediavp directory), then recompile the vp files with the patches to complete the process... 

Having read the FAQ, it seems all i have to do is create a mediavps folder and dump them in there.  That done, I see no visible changes to the desired effect.

The name of the folder is irrelevant. With a launcher flag (-MOD Dir1,Dir2,...,Dir_n) you set the subdirs within Freespace2 folder where the program looks for files. So, firstly, it looks in Dir1 then in Dir2 and so on and at the end it looks in the main FS2 folder (if you dont type a -MOD flag, it only looks in this folder).

Within any of these folders, FS_Open.exe firstly looks for files in \data subfolder structure (i.e. individual not vp-contained files). Don't worry very much about this structure but if you want to know more you can read (http://www.hard-light.net/forums/index.php/topic,39114.0.html). After \data, it starts looking inside vps in alphabetical order so it will look in aaa.vp previously to bbb.vp. (Vps also contain a \data structure).

When it finds a needed file in aaa.vp it stops searching, so it doesn't matter how this file is in bbb.vp. (This is the reason to make SCP vp additions to be called mv_*.vp, as the first retail vp is root_fs2.vp. In this way if you have a better Texture.jpg in mv_textures.vp it will override the old retail one, and of course aaa.vp files will override mv_*.vp ones)

When you set up the MOD tab, you are really 'typing' a -MOD flag, (look at it in Features Tab upper command line). What the Launcher does is setting:
-MOD List of subdirectories in PrimaryList, Selected subdir in the MOD tab, List of subdirectories in SecondaryList
where PrimaryList or SecondaryList are read from the mod.ini file you type as plain text inside the Mod Dir as explained in FAQ. But the used names for directories are really irrelevant. If there's no mod.ini or this mod.ini hasn't got these entries, Launcher only sets -MOD Selected subdir in the MOD tab.

So, the best way to install mediavps is copying them all in its own subfolder (call it as you want but 'mediavps' can be a good and clear name), and then make FSOpen use it through the MOD tab, (so their improvements or changes will override retail fs2 files). Then If you install a 'real' mod and you want to make this mod use media vps too, make a folder for it, (use any name you want), select that folder within Launcher MOD Tab and create a mod.ini file inside the Mod folder to point to 'mediavps' folder through SecondaryList entry. You can swap between mods with the MOD tab.

To add any patch to mediavps, copy its vp in 'mediavps' and be sure it has a name BEFORE mv_*.*
Title: Re: 3.6.9 Release Candidate 3
Post by: karajorma on June 22, 2006, 01:39:37 pm
The name is technically irrelevant but I'm trying to get people to standardise on names. It's much easier to ask a newbie if he has a Freespace2\mediavps\ folder than it is to explain what a media VP folder is and what you'd expect to find in it so that they can search for it themselves.

Furthermore when distributing a mod it is much easier if everyone is using a unified set of folder names as you can add a mod.ini already configured to look in the mediavps folder. If everyone uses their own naming system this quickly breaks down and can even cause file precidence problems.

Diomedes I suspect I know what your problem is. Have you gone to the mod tab of your launcher and chosen the mediavps folder as your selected mod? If you don't take this step you'll run FS2 without any of the enhancements in the media VPs.
Title: Re: 3.6.9 Release Candidate 3
Post by: ARSPR on June 22, 2006, 03:10:05 pm
The name is technically irrelevant but I'm trying to get people to standardise on names. It's much easier to ask a newbie if he has a Freespace2\mediavps\ folder than it is to explain what a media VP folder is and what you'd expect to find in it so that they can search for it themselves.

Furthermore when distributing a mod it is much easier if everyone is using a unified set of folder names as you can add a mod.ini already configured to look in the mediavps folder. If everyone uses their own naming system this quickly breaks down and can even cause file precidence problems.

Good idea. As your FAQ is nearly The FS2 Bible, why don't you create a last subchapter in Installing FreeSpace called Naming Conventions where:

1. Make a brief explanation about how and where fs_open looks for files.
2. Make list of mostly known MODs with a proposal for its 'official' folder names.
3. Make a deep explanation about how and where fs_open looks for files (the thread I posted before full with Taylor's explanations can be a good source).

Ooops, I think we are going quite off-topic.  :wtf:
Title: Re: 3.6.9 Release Candidate 3
Post by: Diomedes on June 22, 2006, 03:59:33 pm
You're right, I didn't use a mod tag, I'll do that and see what results I turn up.

Well explained, thanks. :yes:
Title: Re: 3.6.9 Release Candidate 3
Post by: Diomedes on June 22, 2006, 04:05:09 pm
The good news is that I no longer have trail particles with black blocks around them.  The bad news is I still have ship-death explosion partciles with black blocks around them... 
Title: Re: 3.6.9 Release Candidate 3
Post by: ShivanSpS on June 22, 2006, 05:29:28 pm
Nope, but here is a basic rundown of CVS commits since RC2:
 - "Y" targetting bug fixed
 - fix for warpout if player is docked to something
 - FBO fixes to allow better use in scripts
 - fix error handling in ds_get_free_channel() for OpenAL
 - fix super-functional counter-measures (fixes repeating evade sound and incompatible network packet and restores game balance)
 - make sure to use mission specified envmap (if one exists) over a static generated one
 - add -disable_fbo cmdline option to help troubleshoot ATI render errors with -env (allow -env to work with default cubemap or mission specified envmap only)
 - fix -img2dds related Assert()/crash on really small images that tried to rescale
 - fix green outline on PCX images compressed with -img2dds or when using -pcx32
 - disable depth render buffer that some ATI cards seem to have trouble with
 - disable automatic mipmaps for generated envmaps since the chain gets broken (it produces some black images for unknown reasons)
 - plus various debug related and big endian fixes

What you mean?

What about the ATI envmap problem?
Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on June 22, 2006, 10:12:17 pm
What you mean?
About the warpout issue you mean?  Not sure there, it's just something that Goober fixed, and I'm don't really know what it was about.

What about the ATI envmap problem?
It's a problem with FBOs and ATI's sucky drivers.  Env works fine in ATI, it's the render-to-texture support (FBOs) which is messing up for some reason.  I already know that my changes didn't really help all that much for ATI cards, but not all of them were messing up in the first place.  If you have the default envmap in place, or an envmap specified in the mission itself, then you can use that for the envmap and use -disable_fbo to fix the problems while still getting envmaps.
Title: Re: 3.6.9 Release Candidate 3
Post by: Goober5000 on June 22, 2006, 10:39:54 pm
What you mean?
About the warpout issue you mean?  Not sure there, it's just something that Goober fixed, and I'm don't really know what it was about.

:lol: I wonder what mischief I could cover up with a vague "fixed" comment. :D

It's for the problem where something - such as a support ship - warps out while docked to the player's ship.  The player used to get sent to limbo, but now he gets sent to the debriefing screen as he should.
Title: Re: 3.6.9 Release Candidate 3
Post by: IPAndrews on June 23, 2006, 04:13:54 am
Anyone else getting black boxes around particles and nebulae?
Title: Re: 3.6.9 Release Candidate 3
Post by: Wanderer on June 23, 2006, 04:18:30 am
Most likely media issue... Open the graphic files and check that they wont have full alpha enabled. That is unless you have proper alpha blending made for the effects. That is if you have 32-bit TGAs or DXT5s or u8888s in use you might get these problems
Title: Re: 3.6.9 Release Candidate 3
Post by: Ace Pace on June 23, 2006, 04:19:37 am
Anyone else getting black boxes around particles and nebulae?

Did you download Taylors fixed VPs?
Title: Re: 3.6.9 Release Candidate 3
Post by: IPAndrews on June 23, 2006, 04:59:23 am
Since I'm running TBP stand-alone, no I didn't.
Title: Re: 3.6.9 Release Candidate 3
Post by: Diomedes on June 23, 2006, 06:14:20 am
Anyone else getting black boxes around particles and nebulae?

Isn't that what I've been saying?  I'm also running TBP standalone.  So I guess we're stuck for now?
Title: Re: 3.6.9 Release Candidate 3
Post by: ShivanSpS on June 23, 2006, 06:42:44 am
It's a problem with FBOs and ATI's sucky drivers.  Env works fine in ATI, it's the render-to-texture support (FBOs) which is messing up for some reason.  I already know that my changes didn't really help all that much for ATI cards, but not all of them were messing up in the first place.  If you have the default envmap in place, or an envmap specified in the mission itself, then you can use that for the envmap and use -disable_fbo to fix the problems while still getting envmaps.

Ahh, but in "fs2_open_r_KARA_20060509" build everything works fine, or that build does not have Env map or FBO support?
Title: Re: 3.6.9 Release Candidate 3
Post by: IPAndrews on June 23, 2006, 07:28:46 am
Yes Kara's special class changing build he did for me works fine too. No black boxes.
Title: Re: 3.6.9 Release Candidate 3
Post by: neoterran on June 23, 2006, 10:50:42 am
not having any black box problems.. but i'm not using the mediavps zeta.. seems like the problems are due to the state of the mediavps.
Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on June 23, 2006, 11:20:28 am
Anyone else getting black boxes around particles and nebulae?
TBP just has to fix their data like everyone else.  I've been telling everyone to use proper image formats for a long time now so I have absolutely no pitty for those who still aren't.  You have to either fix the data so that it works, or I have remove the new blending feature and all of the mods lose the new things they can do with effects.  I don't currently plan on removing the new feature since it would be nice to get it in 3.6.9 for mods.  Data can be fixed later, the new feature would have to wait for a new version, so it's better (to me at least) to just let the mods fix their own data.

Ahh, but in "fs2_open_r_KARA_20060509" build everything works fine, or that build does not have Env map or FBO support?
Nope, that build didn't have the env or FBO code.  It was added a few days after that build.

Yes Kara's special class changing build he did for me works fine too. No black boxes.
The new blending mode wasn't 100% enabled until RC2.  But, again, it's an issue with the media, not the code.  This is just like an issue with changes to tbls in new builds, only this time it's affecting graphics.
Title: Re: 3.6.9 Release Candidate 3
Post by: neoterran on June 23, 2006, 11:28:31 am


TBP just has to fix their data like everyone else.  I've been telling everyone to use proper image formats for a long time now so I have absolutely no pitty for those who still aren't.  You have to either fix the data so that it works, or I have remove the new blending feature and all of the mods lose the new things they can do with effects.  I don't currently plan on removing the new feature since it would be nice to get it in 3.6.9 for mods.  Data can be fixed later, the new feature would have to wait for a new version, so it's better (to me at least) to just let the mods fix their own data.

this is definately the correct approach to take, because otherwise there is no impetus to change the graphics formats. for those who it affects, you don't need to run 3.6.9, you can use an older build and you will have everything look fine until it is fixed.


I for one appreciate the new changes and they're necessary for the engine to continue to improve and for newer mods to look better.
Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on June 23, 2006, 04:10:33 pm
I have a problem with the release candidates. Every time I select one in the launcher and click run, it shows the SCP screen before the pilot screen just as it should, but then it immediately shrinks to my desktop's task bar and when I click it, it enlarges, but only enough to fill up a quarter of the screen. What's going on here? How do I stop this from happening?
It was a bug, fixed it last night.  It should work properly in the final 3.6.9, or the next RC build if there is one.

Also, I just got a new video card "Viper X1600 Pro 512MB AGP8X" made by Radeon, and I got a new monitor which now is a flat screen FPD LCD 17'' monitor, but when I play SCP and turn my ship in mission, it blurs a little in the process of turning (everything on the screen but is most noticible when there is target info next to my selected target and the name and distance number is blurred as turning). It never did this with my CRT monitor. Is it a setting? Can I fix this?
That's just an LCD for you.  If you get an LCD with a fast enough response time then you may not see the blurring.  Or it would at least be minimized.  There is nothing we can do about this though, it's a hardware limitation.

Also, with this monitor, I am required to play Freespace 2 with 1024x768 resolution to prevent the textures from being pixelized, but when I use this resolution, it shrinks the font and hud in Freespace 2. Is this supposed to happen and is there a way to play with 1024x768 resolution and keep the hud and font size the same as if I was playing in 640x480?
Do you have sparky_hi_fs2.vp installed?  That gives you the hi-res graphics, otherwise it may look strange.  But other than that I'm not really sure what you are referring to, other than it just being a higher resolution.
Title: Re: 3.6.9 Release Candidate 3
Post by: Pnakotus on June 24, 2006, 01:58:56 am
I've got an 8ms LCD, and the blurring is barely noticable for me.
Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on June 24, 2006, 02:54:45 am
Mine is 12ms, and I can notice it, but it's not too bad.  In most games I don't really notice it at all but the color blurr/shift in FS is noticable with stars, jumpnodes, small texture details, and things of that sort.
Title: Re: 3.6.9 Release Candidate 3
Post by: Vasudan Admiral on June 24, 2006, 10:36:31 am
Ok, I've now done a complete clean install of FS and FSO, and have so far only added the latest media VPs. Using the standard flak, you can clearly see the problem:
http://sectorfiles.net/ti-file-dump/VasudanAdmiral/Pics/BlackBoxBug.jpg

When you open that exact file (yellow_glow.tga) up in PS, it has no alpha channel at all. This is what I was experiencing with some of my own weapon effects earlier - though they have no alpha channel, they get the black box around them. Taking the entry for the graphic from "@Laser Bitmap:" and putting it in "@Laser Glow:" removed the box and all was fine again.
The table entry in question here is the mv_flak-wep.tbm, in the $Pspew section: "+Bitmap:  Yellow_glow"

It doesn't appear to be universal however - I just tried it with the mekhu effects - which is another TGA with no alpha map, in the "@Laser Bitmap:" field. No problems at all. :\ I think it must only appear if the weapon has certain properties. Possibly a trail - I'll try that now.

Edit:
Errm, ok. An hour or so more testing, and I think I've been caught out by a few little bugs and mistakes pretending to be a big one. :\
There is a second Yellow_Glow.tga in the maps folder - the one that I think comes as the yellow glowpoint for those glowpointed pofs. Even though this version also lacked an alpha channel, when I deleted it the black box vanished in-game.
The odd bit about this is that I marked the one in the effects folder before I started testing, and checked it appeared in game, to make sure exactly this sort of thing could not possibly be happening, so I have no idea how that can be. :\

The custom effects I was having trouble with also appear to have sorted themselves out - though I don't know how that works either, seeing as I haven't touched them in any way.  :confused:
Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on June 24, 2006, 12:51:40 pm
Both of the yellow_glow.tga files, in data/effects and data/maps, have an alpha channel:
Code: [Select]
[taylor@dragon VP]$ file data/effects/yellow_glow.tga data/maps/yellow_glow.tga
data/effects/yellow_glow.tga: Targa image data - RGBA - RLE 256 x 256
data/maps/yellow_glow.tga:    Targa image data - RGBA - RLE 256 x 256

In fact, they are the same exact file:
Code: [Select]
[taylor@dragon VP]$ md5sum data/effects/yellow_glow.tga data/maps/yellow_glow.tga
43dcb46d6a6d252020e79a33ae8ceb52  data/effects/yellow_glow.tga
43dcb46d6a6d252020e79a33ae8ceb52  data/maps/yellow_glow.tga

The Mekhu effects don't have an alpha channel though so it makes sense that those work fine.


EDIT:  Forgot the actual point of this. ;)  The alpha patch for mv_effects only includes one of the fixed yellow_glow.tga files, in data/effects.  I forgot to ever include the one in data/maps, which is why models will use the one with the black box and effects won't.  And since data/maps is searched for images before data/effects, that's why removing the one from data/maps make it work, the game will just use the first one it finds.
Title: Re: 3.6.9 Release Candidate 3
Post by: Shade on June 24, 2006, 04:32:04 pm
You need both. Sparky_hi simply adds some extra hi-res art, it does not replace everything.
Title: Re: 3.6.9 Release Candidate 3
Post by: Vasudan Admiral on June 24, 2006, 08:50:40 pm
Both of the yellow_glow.tga files, in data/effects and data/maps, have an alpha channel:
Code: [Select]
[taylor@dragon VP]$ file data/effects/yellow_glow.tga data/maps/yellow_glow.tga
data/effects/yellow_glow.tga: Targa image data - RGBA - RLE 256 x 256
data/maps/yellow_glow.tga:    Targa image data - RGBA - RLE 256 x 256
Ah, well that would explain it then. Thanks. :)
Since opening the image in photoshop apparently won't tell you if an image really does have an alpha map or not, what's the best way to find out?
Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on June 24, 2006, 10:08:29 pm
Since opening the image in photoshop apparently won't tell you if an image really does have an alpha map or not, what's the best way to find out?
It's been so long since I've used Photoshop that I'm not really sure.  Being on Linux, and of that sort (ie, UNIX hacker), I just have a magic file to help identify image formats used by the game, and in a way that makes them easy to identify to me.  When using GIMP though, I just look at the channels dialog and it will have a Red, Green and Blue channels, plus an Alpha channel if one exists.  If I'm not on the command line then that's how I tell.  I'm pretty sure that PS will have something similar still, I think it did before, but it's been about 5-6 years since I touched PS.
Title: Re: 3.6.9 Release Candidate 3
Post by: WMCoolmon on June 24, 2006, 11:02:05 pm
You can download the GIMP for Windows, as well. Decent little image manipulation tool.
Title: Re: 3.6.9 Release Candidate 3
Post by: Vasudan Admiral on June 25, 2006, 12:22:54 am
Already have, along with the dds plugin, but now I'm even more confused:

If I open both ParticleSmoke01_0002.dds from the original mv_effects.vp, and the same file from Taylors alpha patch in gimp/photoshop, both of them tell me that apart from mipmaps, they're identical. They _both_ appear to have a white alpha map. Is there some setting on both the dds plugins for gimp/photoshop that I'm missing? Something that might be opening all dds files with a default alpha map?
Title: Re: 3.6.9 Release Candidate 3
Post by: Shadow0000 on June 25, 2006, 12:48:03 am
Actually, the DDS in the mv_effects.vp v3.6.8 Zeta are DXT5, see it has 16 KB, while the ones in the patch are DXT1, see it has just 10 KB.

TGA also manages kind of this way, the ones in mv_effects.vp v3.6.8 Zeta are "TGA Type 2", while the ones in the ones in the patch are "Type 10" (aside from being 24-bit now). Just in case:

Type 1: Color Mapped Images
Type 2: True-Color Images
Type 3: Black and White (Unmapped) Images
Type 9: Run-Lenght Encode (RLE), Color-Mapped Images
Type 10: Run-Lenght Encode (RLE), True Color Images
Type 11: Run-Lenght Encode (RLE), Black and White Images

The problem with RLE Compression is that it makes other compressions algorithms less effective (Zip/RAR/7z/etc.), so it makes the Uncompressed size smaller, but the Compressed size bigger...
Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on June 25, 2006, 10:52:25 am
If I open both ParticleSmoke01_0002.dds from the original mv_effects.vp, and the same file from Taylors alpha patch in gimp/photoshop, both of them tell me that apart from mipmaps, they're identical. They _both_ appear to have a white alpha map. Is there some setting on both the dds plugins for gimp/photoshop that I'm missing? Something that might be opening all dds files with a default alpha map?
Shadow0000 already hit on this, but I'll add some to it, since I did the conversion.  The originals were/are DXT5, which means that they are 32-bit.  The game will see those as having a full alpha channel and then try to use the new blending mode for them.  The ones in the alpha patch are DXT1, 24-bit to the game, so the game doesn't identify them as qualifying for the new blending mode.  Of course, those DXT1 images are actually 32-bit but since the game only supports 24-bit DXT1 it doesn't care.  So, both the ones in the mediavp (that are DXT5) and the ones in the alpha patch (that are DXT1) have an alpha channel, but in the case of the DXT1 versions the game just ignores it.

The DXT1 having an alpha channel is because of how they were converted, the DXT5 were just resaved as DXT1.  Since the DXT5 versions had an alpha channel though the format used for saving was automatically fixed at DXT1a (1-bit alpha) rather than DXT1c (color only, no alpha).   Normally I would get rid of the alpha channel and then save it as DXT1, but I converted those particular files a long time ago and have just never gone back to fix them.

Hopefully that answers your question without getting you too confused in the process. :)


The problem with RLE Compression is that it makes other compressions algorithms less effective (Zip/RAR/7z/etc.), so it makes the Uncompressed size smaller, but the Compressed size bigger...
Yeah but it lives uncompressed much more than compressed so in the end it doesn't really matter than much.  And there is only like a 10-15% difference in size so it's not that big of a deal anyway.

Eventually it will make more of a difference when we start using CVPs, but I'm hoping that most images will be in a DDS format by that point anyway.
Title: Re: 3.6.9 Release Candidate 3
Post by: Don-DiZzLe on June 25, 2006, 01:48:15 pm
Whats the optimization flag for my processor cuz i dont see it here http://linuxreviews.org/howtos/compiling/safe-cflags/

I have a AMD Athlon64 3200+ processor
Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on June 25, 2006, 02:30:27 pm
Whats the optimization flag for my processor cuz i dont see it here http://linuxreviews.org/howtos/compiling/safe-cflags/

I have a AMD Athlon64 3200+ processor
With a 64-bit processor (if you are running a 64-bit OS) the code already adds -m64 which turns on quite a few options already, -Os is used as an optimization flag if it's a release build (sort of a mix between -O2 and -O3), -funroll-loops is used for both debug and release builds, and -march=athlon64 is already added as well.

Just a note that -fomit-frame-pointer is generally considered unsafe for FS2 code, but it may work fine for you.  And though I've had no real issues with it in the past, it won't be added as a default option in CVS or any code release.
Title: Re: 3.6.9 Release Candidate 3
Post by: Don-DiZzLe on June 25, 2006, 02:59:42 pm
OK but Im on a Ubuntu Dapper 32-bit system.

So is this the right "compile_fs2_open" for my system:

#!/bin/bash
# fs2_open Compile Script
# These are only examples, uncomment to enable optimization.
MY_CFLAGS="-march=athlon64 -O3 -pipe -fomit-frame-pointer -ftracer -funroll-loops"
if [ -e ./fs2_open/ ]; then
   cd fs2_open
   if [ -e ./Makefile.in ]; then
   make clean
   ./configure CFLAGS="$MY_CFLAGS" CXXFLAGS="$MY_CFLAGS"
   make
   else
   ./autogen.sh CFLAGS="$MY_CFLAGS" CXXFLAGS="$MY_CFLAGS"
   make
   fi
   else
   echo "No fs2_open directory found."
fi


One more thing Im looking here http://gcc.gnu.org/onlinedocs/gcc-3.4.1/gcc/Optimize-Options.html and I see a whole bunch of extra options besides O3. Which should I use for greater performance?
Title: Re: 3.6.9 Release Candidate 3
Post by: Vasudan Admiral on June 25, 2006, 05:26:28 pm
Hopefully that answers your question without getting you too confused in the process. :)
It does indeed - many thanks. :)
Title: Re: 3.6.9 Release Candidate 3
Post by: Darklord42 on June 26, 2006, 10:58:05 am
The windows version works fine for me. But the Mac one I am having alittle trouble.  When ever I start a mission after the breefing i click on start mission and the entire program crashes. I know this could be a multiple of reasons but i am unfamiliar with the debug version on the mac.
Title: Re: 3.6.9 Release Candidate 3
Post by: Porthos on June 26, 2006, 11:09:01 am
I don't know if anyone else has noticed this but in the Shrouding the Light campaign, using this build, Lightspeed's weapon effects are replaced by the default weapon effects. You still have the audio recordings for the effects though.
Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on June 26, 2006, 11:29:03 am
The windows version works fine for me. But the Mac one I am having alittle trouble.  When ever I start a mission after the breefing i click on start mission and the entire program crashes. I know this could be a multiple of reasons but i am unfamiliar with the debug version on the mac.
There should be a crash log in ~/Libarary/Logs/CrashReporter/ for FS2_Open.  Send that to me and I'll take a look.
Title: Re: 3.6.9 Release Candidate 3
Post by: ARSPR on June 27, 2006, 12:44:43 pm
While playing Derelict's "The Stars are Right" I've found two issues that I have mantised:

+ There's a severe performance drop between RC2 and RC3 (Mantis 961).

+ Sometimes textures blink to white (at least in both RC2 and RC3). (Mantis 962). Could it be related with this Descenter's post in Media 3.6.8 zeta thread: (http://www.hard-light.net/forums/index.php/topic,39905.msg828254.html#msg828254)?
Title: Re: 3.6.9 Release Candidate 3
Post by: Ace Pace on June 27, 2006, 12:48:09 pm
Will test to see if this is a one off, but I got a hard crash in FSport latest version. Mission was first mission with Herc, with the suicidal aten. Crash was in recieving orders. I'll try and replicate it.

EDIT: mission name is tenderizer, while the mission also went ahead, so I crashed, but game registered that I finshed the mission.
Title: Re: 3.6.9 Release Candidate 3
Post by: Don-DiZzLe on June 27, 2006, 03:40:35 pm
What are the best (optimize) options for compiling a fs2_open_r build for a Athlon64?

I already have these options "-march=athlon64 -O3 -pipe -fomit-frame-pointer -fprefetch-loop-arrays -fforce-addr -funroll-loops"

Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on June 27, 2006, 04:28:48 pm
What are the best (optimize) options for compiling a fs2_open_r build for a Athlon64?
I don't offer anything other than the default ("-march=athlon64 -funroll-loops -Os").  You're on your own with anything else since it's trial and error.  Optimization is a balancing act, optimize too much and you make it use more memory and greatly decrease stability, optimize too little and it will run slower.  The defaults are what is recommended for the majority of systems, some systems will have memory and stability issues with some options, other systems will work fine.  So if you wan't more than what I've already given then you'll have to figure out what works and what doesn't for yourself.
Title: Re: 3.6.9 Release Candidate 3
Post by: Arkblade on June 27, 2006, 10:37:19 pm

And remember to get the alpha patches for the MediaVPs, if you don't have them already:
 - 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)


i can't extract MediaVP Patches... :sigh:
i tried some extracter but don't extract them. (other .rar can extract)
please re-archiving them.
Title: Re: 3.6.9 Release Candidate 3
Post by: Herra Tohtori on June 27, 2006, 10:43:18 pm
It is faster and easier if you download WinRAR (http://www.rarlab.com/download.htm).

Uploading all Media VP's again as zip archives would be time-consuming and would really serve no purpose. Additionally, I think *.rar compression algorithm is a bit more effective than stnadard *.zip, resulting in smaller files to download.

WinRAR is a small file for you to download, and even if you don't buy it, it'll keep functioning normally and it opens more archives than WinZip.

It's a good program. DL it, install it and use it, and you will get your rar files opened.  :nod:
Title: Re: 3.6.9 Release Candidate 3
Post by: CP5670 on June 27, 2006, 11:19:18 pm
I have been playing some LAN games with my brother using this build and I'm running into a few strange problems.  If I host off one of my computers, FS2 locks up on the host machine (game freezes, with no mouse movement possible; the client computer is fine) in some situations. I haven't found any common factor in the crashes, but one place where it was consistently occurring was if I hosted Rebel Intercept (m-04b.fs2) and commited while the other player was still in the ship or weapon selection screen. I have had it occur both ingame and during briefings though. It's not a complete system crash, as I can alt-tab and close down the FS2 process. What's really puzzling is that hosting off the other machine doesn't seem to exhibit any of these problems.

I can try hosting using a debug build if that will help. Do both players need to use debug builds in this case?

The other issue is that the music and many of the sounds stop playing after going through a few missions. The sounds work fine for the first one or two missions, but in any subsequent missions the game stops playing music and starts dropping a lot of sounds (can be gunfire, engines, voices, etc.), both in briefings and during the game. It's not that specific sounds are blocked out; when firing a Maxim for example, I hear the sound once in every three or four shots. Also, if I die and respawn, the music briefly starts up again and inexplicably fades away after a few seconds. This happens on both computers, although not necessarily simultaneously. I am using the "generic software" setting on both of them.

None of these issues are present in singleplayer on either computer, by the way.
Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on June 27, 2006, 11:26:14 pm
I can try hosting using a debug build if that will help. Do both players need to use debug builds in this case?
Only the host would need to, unless you are wanting to test the client as well.  And be sure to create a debug_filter.cfg file if you don't have one already, we'll need the full debug log that provides since many networking/sound/graphics related errors aren't reported otherwise.
Title: Re: 3.6.9 Release Candidate 3
Post by: Backslash on June 28, 2006, 12:13:16 am
It is faster and easier if you download WinRAR (http://www.rarlab.com/download.htm).
Agreed, a good program, but it is shareware.  Let it be known that there are also completely free alternatives out there:
7-Zip (http://www.7-zip.com/download.html)
IZArc (http://www.izarc.org/download2.html)
...of course, if these are the ones you tried, Arkblade, please excuse me, and then let me know...
Title: Re: 3.6.9 Release Candidate 3
Post by: jr2 on June 28, 2006, 02:21:39 am
It is faster and easier if you download WinRAR (http://www.rarlab.com/download.htm).
Agreed, a good program, but it is shareware.  Let it be known that there are also completely free alternatives out there:
7-Zip (http://www.7-zip.com/download.html)
IZArc (http://www.izarc.org/download2.html)
...of course, if these are the ones you tried, Arkblade, please excuse me, and then let me know...
I use 7-zip, and it works perfectly for me.
Title: Re: 3.6.9 Release Candidate 3
Post by: Arkblade on June 28, 2006, 09:49:37 am
ok, i use 7-zip, and it works fine.
thx! :)
Title: Re: 3.6.9 Release Candidate 3
Post by: ARSPR on June 28, 2006, 12:36:59 pm
Will test to see if this is a one off, but I got a hard crash in FSport latest version. Mission was first mission with Herc, with the suicidal aten. Crash was in recieving orders. I'll try and replicate it.

EDIT: mission name is tenderizer, while the mission also went ahead, so I crashed, but game registered that I finshed the mission.

A fast post from my worksite ...

Yesterday, I played that mission without problem. BUT I'm nearly sure that in this mission there are kamikaze fighters that are not acting as suicidal guys at all. And I think that in Derelict, in the mission you arrive to a pirate outpost that has been previously destroyed by unknown forces, (sorry I don't remember the mission name), there are also kamikaze fighters against your Levy/Fenris capital ship, (sorry again), and they are not acting properly too.

I will check this possible kamikaze bug ASAP, but if someone can do it too it would be nice (In Spain we say that four eyes see better than two eyes ...)  :yes:



EDITED:

Forget about this, Kamikaze pilots ARE kamikazes.
Title: Re: 3.6.9 Release Candidate 3
Post by: Darklord42 on June 28, 2006, 12:48:53 pm
The windows version works fine for me. But the Mac one I am having alittle trouble.  When ever I start a mission after the breefing i click on start mission and the entire program crashes. I know this could be a multiple of reasons but i am unfamiliar with the debug version on the mac.
There should be a crash log in ~/Libarary/Logs/CrashReporter/ for FS2_Open.  Send that to me and I'll take a look.

Unfortionatly the program froze in such a way as to just freeze and not leave any crash log.  "Rather annoying"  In any case Ive had the program running for a long time and it have been replaceing vp files and patches. It could be that there is an old file inthere that im not aware of messing evreything up. I dont know. Ill try reinstalling later when i have time to eliminate the variables.
Title: Re: 3.6.9 Release Candidate 3
Post by: The Spac on June 28, 2006, 11:57:03 pm
Sync crashes 6th mission in with error ai-chase-any-except
Title: Re: 3.6.9 Release Candidate 3
Post by: Mehrpack on June 29, 2006, 01:02:23 am
hi,
the ai-chase-any SEXP are removed of the SEXP months ago.
the campaine need a bugfixing.

Mehrpack
Title: Re: 3.6.9 Release Candidate 3
Post by: ARSPR on June 29, 2006, 01:06:51 am
hi,
the ai-chase-any SEXP are removed of the SEXP months ago.
the campaine need a bugfixing.

Mehrpack

In Mantis, Goober has posted that this bug has been fixed, (I mantised that bug), so RC4 would be fine. OTOH, you can play if you press OK, (the game seems to freeze but AFAIK it is just loading the mission).
Title: Re: 3.6.9 Release Candidate 3
Post by: Honest989 on June 29, 2006, 05:06:58 am
There's a problem!

Ok, I only discovered this because I downloaded the prey demo. (if you're wondering what that's like, check it out on filefront or fileplanet.. it's pretty fun but not sure if i'd buy it)

Basically, prey had an option for EAX but that I should update my driver. I thought 'what the heck' and upgraded it. My card is a creative audigy 2, and while I can't remember what my install drivers were (they were just the ones provided when i set up my pc) the ones that my pc updated with from the manufacturer's website are vers. 02.08.0004

[EDIT]I would just like to add that these drivers add openAL support to the card as well as EAX updates. I read a post in the previous forum skirting this topic.

Now. I can start vanilla FS2 no problem at all. However, if I try to use open, with the videos on it will crash before starting the intro. With the videos off, it'll crash when the pilot select screen is reached. It's not a fatal complete computer freeze, but it's a crash with an 'there has been an error message'. If I run FS2_open without any sound or music, the game runs fine.

 If you need a dump of this just tell me and i'll get it to you. I haven't tried 3.6.7 yet, because I wanted to reinstall the game. Now that I've done that I'll try out the older version of open.

[EDIT] 3.6.7 (with corresponding mediavps or else you get about a dozen error messages about music .oggs) works completely fine. I'll stick with this, despite the no movie support until there's a fix for 3.6.9 RC

Title: Re: 3.6.9 Release Candidate 3
Post by: ShivanSpS on June 29, 2006, 07:05:39 pm
Well, Icant use the RC3, because my game minimize and crash at the moment of playing the intro :(

I have a ATi 9600XT.
Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on June 29, 2006, 09:31:25 pm
If at all possible use the MVE movies instead of the AVI ones.  If you do use the AVI ones, and have DivX 6 or newer, then you need to uninstall the DivX toolbar to prevent it from minimizing and messing everything up.  I don't have the link handy right now to uninstall the toolbar, but I'll try and dig that up.  I'm sure it's in Mantis, in a bug about movies playing small, so you should be able to do a search in Mantis for "divx uninstall" and I think you'll get the right bug which has the uninstaller link.
Title: Re: 3.6.9 Release Candidate 3
Post by: ShivanSpS on June 29, 2006, 10:36:47 pm
No, everything is just fine which any other build except RC3... I never try RC 1 or 2.
Title: Re: 3.6.9 Release Candidate 3
Post by: Herra Tohtori on June 30, 2006, 02:13:02 am
Please... Don't use DivX codecs at all, or XVid or any other individual codec package.

Get ffdshow (http://www.afterdawn.com/software/video_software/codecs_and_filters/ffdshow.cfm) instead. That way you don't need to install XVid, DivX and whatnot ten different codec packs. It works well enough for me. You also get a bit more video overlay options than post processing... At lease give it a try.

Usually I use VLC player anyway, but ffdshow takes care of things when VLC is not feasible - like it is case with Freespace cutscenes.
Title: Re: 3.6.9 Release Candidate 3
Post by: CP5670 on June 30, 2006, 02:57:29 am
I can try hosting using a debug build if that will help. Do both players need to use debug builds in this case?
Only the host would need to, unless you are wanting to test the client as well.  And be sure to create a debug_filter.cfg file if you don't have one already, we'll need the full debug log that provides since many networking/sound/graphics related errors aren't reported otherwise.

How do I make that file? I don't think it creates it automatically.
Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on June 30, 2006, 05:23:56 am
No, everything is just fine which any other build except RC3... I never try RC 1 or 2.
A lot of the older builds (for 4-5 months I'd say) actually disabled the ability to minimize.  RC3 turned that back on because it was causing problems in some situations.
Title: Re: 3.6.9 Release Candidate 3
Post by: Mars on June 30, 2006, 10:21:07 am
Is that why there were massive crashes I couldn't get rid of.
Title: Re: 3.6.9 Release Candidate 3
Post by: ShivanSpS on July 01, 2006, 12:04:29 am
lol, since when we can use the MVE instead of the AVI ones??
Title: Re: 3.6.9 Release Candidate 3
Post by: karajorma on July 01, 2006, 02:52:02 am
Last couple of months. There wasn't a big announcement about it or anything so it's not surprising if you missed it.
Title: Re: 3.6.9 Release Candidate 3
Post by: NHJ on July 01, 2006, 06:41:40 pm
A few days ago I did a complete reinstall of Freespace 2, the patch, FS2Open (this one, 3.6.9-RC3), the Z-pack MediaVP's, the advanced effects MediaVP and the alphapatches. The game worked fine and looked great (apart from the shockwaves bringing my 6600GT to it's knees). The first few missions worked fine, but the game crashed at the first Simulation Module for the Hercules II. At one point you'll learn about countermeasures, and a Cruiser is brought in to fire some missiles at you which you then have to evade. The game crashed at the moment that I think the cruiser was about to fire the missiles at me. I got a "Freespace 2 has crashed, send error log to Microsoft y/n? message. errorlog.txt in G:\Freespace 2 looks like this:





fs2_open_r caused an Access Violation in module fs2_open_r.exe at 001b:004f3d31.
Exception handler called in FreeSpace 2 Main Thread.
Error occurred at 7/2/2006 01:14:38.
G:\Freespace 2\fs2_open_r.exe, run by <computer name>.
1 processor(s), type 586.
1024 MBytes physical memory.
Read from location 000011cc caused an access violation.

Registers:
EAX=03586974 CS=001b EIP=004f3d31 EFLGS=00210202
EBX=7ffdf000 SS=0023 ESP=0012f81c EBP=0012f834
ECX=000009b4 DS=0023 ESI=011c9254 FS=003b
EDX=00000000 ES=0023 EDI=011c9288 GS=0000
Bytes at CS:EIP:
8b 82 cc 11 00 00 03 c1 89 45 fc 8b 4d fc 83 79
Stack dump:
0012f81c: 035867b8 00000002 0012f828 00000000 011c9200 449c4000 0012f850 004bcbf7
0012f83c: 03586974 01907998 c3b38386 421e483c 43cf304b 0012f88c 004d8195 014a4150
0012f85c: 03586974 019077f8 00000000 00000002 00000000 019077f8 023d7028 014a4150
0012f87c: 03586974 017d5cd0 011c9200 00000001 0012f8c0 004dd64b 000001fb 040f58c0
0012f89c: 040f58c0 3ced681e 424f2d66 011c9224 00000001 023d7028 014a4150 00000001
0012f8bc: 00000000 0012f8e4 004dd80c 000001fb 017d5cd0 011c9200 014a4150 00000000
0012f8dc: 0012f8ec 00000001 0012f91c 004afc54 011c9200 00000002 3c44c000 011c9254
0012f8fc: 00000000 00000002 bd8d9d72 00000000 014a4b8c 00000002 014a4150 017d5cd0
0012f91c: 0012f9c8 00432533 011c9200 3c44c000 014a4150 40ce9ddc 00000000 44a7fd9d
0012f93c: 00000001 0012f95c 0057fe8c 011c9248 017d5cd0 00000000 00000000 00000000
0012f95c: 0012f9c8 0012f9c8 00431e9a 011c9200 00000001 00000000 011c9288 011c9254
0012f97c: 00416fd1 000002a1 ffffffff 01186fb4 014a234c 00000002 0146ca88 023d7028
0012f99c: 014a3f10 00000006 0012f9ec 004176cd 00000604 00000028 0012f9c8 00432182
0012f9bc: 3f800000 00000000 00000001 0012f9f0 00432c28 011c9200 3c44c000 0012fb23
0012f9dc: 00000000 c3b9ca1d 42f00001 43cf9e0a 011c9200 0012fa10 004062b6 3c44c000
0012f9fc: 00000000 00000000 000000ff 00000100 0000000a 0012fa9c 00406a86 0012fb23
0012fa1c: 00000000 0362ec7b 037459e0 03618bec 038340e8 03392054 10001d45 03392054
0012fa3c: 0012fb23 00000000 00000000 05792083 00000000 00000000 00000000 00000001
0012fa5c: 00575eac 00000313 00000000 00010000 0000000c 00000000 027f0e7f 0012fa80
0012fa7c: 0041d2cb 0012fa9c 004072b1 3c44c000 0064163b 00000000 00000000 00000000
0012fa9c: 0012faa8 00407398 00000000 0012fab4 00409465 00000001 0012fac8 004fedd2
0012fabc: 00000002 ffffffff 00000002 0012faf8 0040a385 00000020 00000022 3ff7c000
0012fadc: 29ff2000 99c0a000 88a53000 7ffe0000 7c0e2000 00000002 00000000 0012ff34
0012fafc: 0040a4c0 00142370 ffffffff 00000000 7ffdf000 0012fb22 465c3a47 73656572
0012fb1c: 65636170 66003220 6f5f3273 5f6e6570 78652e72 02100065 02100312 02100210
0012fb3c: 02100210 02100210 02140214 03120210 02100210 02140210 02100312 02100210
0012fb5c: 00000000 03010301 033a7da0 033a0640 03010301 000000d4 0012fda4 7c911538
0012fb7c: 7c911596 7c9106eb 033a0178 00000700 7ffdf000 03010301 03010301 03010301
0012fb9c: 03020301 03020302 00000009 03020302 033a7d98 03020302 03020302 03020302
0012fbbc: 03020302 03020302 03020302 03020302 00000008 00140000 7c910732 00000005
0012fbdc: 033a0178 00140000 033a7968 0012fbd8 0012fc20 00140000 7c910732 00000005
0012fbfc: 00140778 00140000 00000000 0012fbf8 0120b160 0012fe3c 7c90ee18 000001ce
0012fc1c: 0012fe4c 7c911538 7c911596 7c9106eb 0299a080 0012ff08 00000000 033a7258
0012fc3c: 033a7968 00000000 0000004d 033a6e30 033a0178 53525150 033a6e38 7b5a5958
0012fc5c: 7f7e7d7c 033a7960 033a0178 7c910732 00000005 00140778 00140000 00000000
0012fc7c: 7c90d4ea 7c9180ff ffffffff 0012fcbc 00000000 0012fce0 00001000 00000004
0012fc9c: 033a0000 033a8000 033a0000 033a8000 033a7960 0012fce8 033a7960 0012fce8
0012fcbc: 033a7960 0012fcf0 7c917e77 033a0000 033a80a8 033a7960 000000e7 033a0000
0012fcdc: 033a0000 00000730 033a6e38 000001eb 010001ed 0012fedc 7c917c0c 033a0000
0012fcfc: 00000001 7c917bf5 033a0608 7c917bb0 00000000 00000740 033a7968 033a7968
0012fd1c: 00000010 00713c1b 0299a328 00000008 0070dadb 033a7968 033a1e90 00140178
0012fd3c: 033b1c38 00000021 00784678 ffdfffff 00000030 00713c1b 0299a328 0012fdf8
0012fd5c: 0070dadb 00000009 003a1e90 00000009 033b1c38 033b1c20 0070da9b 00000021
0012fd7c: 0070cf37 00000021 00000001 0043f62b 00000021 033b1c38 033b1c20 00784678
0012fd9c: ffffffff 033b05d0 fffffffd ffffffff 033b1c38 00000000 033b05d1 0012fe00
0012fdbc: 00140178 00000008 033a1e90 00000008 00000008 00000021 ffffffff 033a7960
0012fddc: 0000001f 033a7960 033a7960 0012fd90 0012fe60 00777f30 ffffffff 0012fe40
0012fdfc: 005230f1 00000001 033b1c38 033b1c20 00000000 00000000 fffffffd ffffffff
0012fe1c: 033b1c38 033b05d2 02999d00 033b1c38 0082a02c efffffff 00000030 fffffffd
0012fe3c: ffffffff 033b1c38 033b05d2 00713c00 006fede5 00000001 7c809794 0299aa48
0012fe5c: 006fede5 00000000 00000000 00000000 00000000 000000e7 000000e5 02999ebc
0012fe7c: 006fede5 0299a080 00000000 006fee1d 006fe6ee 006fede5 0299a080 02999fc0
0012fe9c: 033a0000 0299a080 033a0000 033a0000 00000730 000000e9 010000e7 00000748
0012febc: 00000738 02999ff8 0012fd0c 7c910945 7c91094e ffffffff 00020000 7ffdf000
0012fedc: 7c917bb0 00710b62 7ffdf000 7c901005 0012fed0 033a7968 0012ff30 7c90ee18
0012fefc: 7c910970 7c97e4c0 7c8021b5 7c802011 ffffffff 00000000 ffffffff 00000000
0012ff1c: 0012fb04 0012f440 0012ffb0 0070cb18 0077e6e8 00000000 0012ffc0 0070d0d9
0012ff3c: 00400000 00000000 00142370 0000000a ffffffff 77d1d559 7ffdf000 00000000
0012ff5c: 00142370 00000000 00000044 00144758 00143648 00144768 00000000 00000000
0012ff7c: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012ff9c: ffffffff ffffffff ffffffff 0012ff4c 80615ce3 0012ffe0 0070cb18 00784bb0
0012ffbc: 00000000 0012fff0 7c816d4f ffffffff 77d1d559 7ffdf000 80543dfd 0012ffc8
0012ffdc: 85dbfbf0 ffffffff 7c8399f3 7c816d58 00000000 00000000 00000000 0070cff9
0012fffc: 00000000

   Module list: names, addresses, sizes, time stamps and file times:
G:\Freespace 2\fs2_open_r.exe, loaded at 0x00400000 - 4493394 bytes - 44980d33 - file date is 6/20/2006 10:59:02
C:\WINDOWS\system32\wmfhotfix.dll, loaded at 0x02dd0000 - 3584 bytes - 43b7ea06 - file date is 1/1/2006 16:41:10
C:\WINDOWS\system32\wrap_oal.dll, loaded at 0x03600000 - 409600 bytes - 4429b823 - file date is 7/1/2006 10:52:16
C:\WINDOWS\system32\OpenAL32.dll, loaded at 0x10000000 - 86016 bytes - 43cc4464 - file date is 7/1/2006 10:52:16
C:\WINDOWS\system32\uxtheme.dll, loaded at 0x5b190000 - 219136 bytes - 41109833 - file date is 8/4/2004 14:00:00
C:\Program Files\Common Files\Microsoft Shared\Speech\sapi.dll, loaded at 0x5be10000 - 741376 bytes - 41109820 - file date is 8/4/2004 14:00:00
C:\Program Files\Common Files\SpeechEngines\Microsoft\TTS\1033\spttseng.dll, loaded at 0x5c630000 - 774144 bytes - 3b97dc41 - file date is 9/7/2001 14:00:00
C:\Program Files\Common Files\SpeechEngines\Microsoft\spcommon.dll, loaded at 0x5c7e0000 - 77824 bytes - 3b97dc39 - file date is 9/7/2001 14:00:00
C:\WINDOWS\system32\COMCTL32.dll, loaded at 0x5d4e0000 - 611328 bytes - 41109812 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\OPENGL32.dll, loaded at 0x5f160000 - 713728 bytes - 41109867 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\GLU32.dll, loaded at 0x5f400000 - 123392 bytes - 411097fc - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\hnetcfg.dll, loaded at 0x61200000 - 347648 bytes - 41109805 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\HID.DLL, loaded at 0x68db0000 - 20992 bytes - 41109801 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\d3d8thk.dll, loaded at 0x6deb0000 - 8192 bytes - 411097f5 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\d3d8.dll, loaded at 0x6dec0000 - 1179648 bytes - 411097f5 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\NETAPI32.dll, loaded at 0x6ff20000 - 332288 bytes - 41109819 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\mswsock.dll, loaded at 0x719d0000 - 247296 bytes - 411098bf - file date is 8/4/2004 14:00:00
C:\WINDOWS\System32\wshtcpip.dll, loaded at 0x71a10000 - 19968 bytes - 41109878 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\WS2HELP.dll, loaded at 0x71a20000 - 19968 bytes - 4110986e - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\WS2_32.dll, loaded at 0x71a30000 - 82944 bytes - 4110986d - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\WSOCK32.dll, loaded at 0x71a50000 - 24576 bytes - 4110987a - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\DINPUT.dll, loaded at 0x72210000 - 164352 bytes - 41109812 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\msacm32.drv, loaded at 0x72c80000 - 20992 bytes - 3b97db77 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\wdmaud.drv, loaded at 0x72c90000 - 23552 bytes - 4110983f - file date is 8/4/2004 01:03:40
C:\WINDOWS\system32\DDRAW.dll, loaded at 0x736d0000 - 266240 bytes - 41109803 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\DCIMAN32.dll, loaded at 0x73b30000 - 8704 bytes - 41109802 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\KsUser.dll, loaded at 0x73e50000 - 4096 bytes - 41109814 - file date is 8/4/2004 01:03:14
C:\WINDOWS\system32\dsound.dll, loaded at 0x73e80000 - 367616 bytes - 41109837 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\WINSTA.dll, loaded at 0x76300000 - 53760 bytes - 41109833 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\SHFOLDER.dll, loaded at 0x76730000 - 25088 bytes - 41109828 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\WINMM.dll, loaded at 0x76af0000 - 179200 bytes - 4110984f - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\WINTRUST.dll, loaded at 0x76bf0000 - 176640 bytes - 41109834 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\IMAGEHLP.dll, loaded at 0x76c50000 - 144384 bytes - 41109810 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\iphlpapi.dll, loaded at 0x76d20000 - 95232 bytes - 41109800 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\rtutils.dll, loaded at 0x76e40000 - 44032 bytes - 41109824 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\rasman.dll, loaded at 0x76e50000 - 61440 bytes - 4110981d - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\TAPI32.dll, loaded at 0x76e70000 - 181760 bytes - 4110982c - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\rasapi32.dll, loaded at 0x76ea0000 - 236544 bytes - 41109819 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\wtsapi32.dll, loaded at 0x76f10000 - 18432 bytes - 4110987e - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\CLBCATQ.DLL, loaded at 0x76f90000 - 498688 bytes - 42e5bf49 - file date is 7/26/2005 06:42:48
C:\WINDOWS\system32\COMRes.dll, loaded at 0x77010000 - 822784 bytes - 41109817 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\OLEAUT32.dll, loaded at 0x770e0000 - 553472 bytes - 41109862 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\urlmon.dll, loaded at 0x77220000 - 615424 bytes - 44617945 - file date is 5/10/2006 07:25:26
C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.2180_x-ww_a84f1ff9\comctl32.dll, loaded at 0x77390000 - 1050624 bytes - 411097ed - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\ole32.dll, loaded at 0x774a0000 - 1284608 bytes - 42e5bf48 - file date is 7/26/2005 06:42:48
C:\WINDOWS\system32\SETUPAPI.DLL, loaded at 0x778e0000 - 999936 bytes - 41109820 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\CRYPT32.dll, loaded at 0x77a40000 - 601088 bytes - 411097f5 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\MSASN1.dll, loaded at 0x77ae0000 - 57344 bytes - 4110984a - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\midimap.dll, loaded at 0x77ba0000 - 18944 bytes - 41109810 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\MSACM32.dll, loaded at 0x77bb0000 - 71680 bytes - 41109836 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\VERSION.dll, loaded at 0x77bd0000 - 18944 bytes - 41109830 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\msvcrt.dll, loaded at 0x77be0000 - 343040 bytes - 411098b9 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\msv1_0.dll, loaded at 0x77c40000 - 129536 bytes - 411098b6 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\USER32.dll, loaded at 0x77d10000 - 578560 bytes - 422603a6 - file date is 3/2/2005 20:19:18
C:\WINDOWS\system32\RPCRT4.dll, loaded at 0x77da0000 - 581120 bytes - 4110981e - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\GDI32.dll, loaded at 0x77e40000 - 280064 bytes - 43b35046 - file date is 12/29/2005 04:56:06
C:\WINDOWS\system32\SHLWAPI.dll, loaded at 0x77e90000 - 474624 bytes - 44617945 - file date is 5/10/2006 07:25:26
C:\WINDOWS\system32\secur32.dll, loaded at 0x77f10000 - 55808 bytes - 41109831 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\ADVAPI32.dll, loaded at 0x77f40000 - 684032 bytes - 41109809 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\kernel32.dll, loaded at 0x7c800000 - 1024512 bytes - 41109833 - file date is 8/4/2004 14:00:00
C:\WINDOWS\system32\ntdll.dll, loaded at 0x7c900000 - 729088 bytes - 41109833 - file date is 8/4/2004 14:00:00


I hope it's of any use. I'll try to reproduce the crash tomorrow, it's nearing 2 am here now and I'm going to sleep.

Lastly, my system specs:

AMD Athlon 3500+
1 GB RAM
NVidia 6600GT 128MB
Windows XP SP2
Title: Re: 3.6.9 Release Candidate 3
Post by: Herra Tohtori on July 01, 2006, 06:58:51 pm
Hello...

I don't know if this is related to minimizing issues or something else altogether, but when I minimized the Freespace program by Alt+Tab, I got this error report after a few seconds:

Code: [Select]
Error: Unable to swap buffers
Error code: 0
File:C:\temp\fs2_open_3_6_9.rc3\code\graphics\gropengl.cpp
Line: 1571
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fs2_open_369_rc3.exe 0041cb2c()
    fs2_open_369_rc3.exe 005311e0()
    fs2_open_369_rc3.exe 004097a0()
    fs2_open_369_rc3.exe 004fedd2()
    fs2_open_369_rc3.exe 0040a385()
    fs2_open_369_rc3.exe 0040a4c0()
    fs2_open_369_rc3.exe 0070d0d9()
    kernel32.dll 7c816d4f()
------------------------------------------------------------------


I was running the game on Windows XP SP2 this time, as it happened to be on... and the latest build I have compiled on Ubuntu has memory overflow issues which collapse the program to desktop and make the mouse cursor disappear and thus make mouse impossible to use, and I have to Ctrl+Alt+Backspace the desktop so that I can move the mouse again.

My specs are the same old ones:

WinXP SP2 (Finnish language)
AMD Athlon 64 3200+
1024 MB Ram (though some programs are reporting that I have 1008 MB Ram, so some of it might have gone bad... :blah:)
NVidia GeForce 6600 @ 256 MB


Oh, and if it matters, I use two display - an old television as a secondary, video display.
Title: Re: 3.6.9 Release Candidate 3
Post by: karajorma on July 01, 2006, 07:04:40 pm
Read from location 000011cc caused an access violation.

Hmmmmm.


See if you can reproduce the error. If you can try running it with the _d version as the debug build will give us a much more useful error with some luck.
Title: Re: 3.6.9 Release Candidate 3
Post by: NHJ on July 02, 2006, 04:40:52 am
Read from location 000011cc caused an access violation.

Hmmmmm.


See if you can reproduce the error. If you can try running it with the _d version as the debug build will give us a much more useful error with some luck.

Done. This time the game crashed a bit earlier, right before the cruiser warped in. The error mentions turrets.

***

Warning: Couldn't fix up turret indices in spline path

Model: cruiser01x.pof
Path: $path02
Vertex: 3
Turret model id:13

This probably means that the turret was not specified in the ship table(s).
File:C:\temp\fs2_open_3_6_9.rc3\code\ship\Ship.cpp
Line: 8406
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    parse_create_object_sub()    parse_create_object()    mission_did_ship_arrive()    mission_maybe_make_ship_arrive()    mission_eval_arrivals()    mission_parse_eval_stuff()    game_simulation_frame()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816d4f()
------------------------------------------------------------------

***

Full error log from the crashing game: http://ngoorman.googlepages.com/errorlogcounterm2.txt

EDIT: from what I gather fs.log is important too: http://ngoorman.googlepages.com/fs.log
Title: Re: 3.6.9 Release Candidate 3
Post by: Zacam on July 02, 2006, 04:47:11 am
Okay, I'm most of the way through FSPort and TWICE now the settings for main system volume and main wave volume (even though volume controls were NOT changed in game in any way) have been altered. First instance of this that I can recall was "Tenderizer" and then on the mission to blow up the Eva (or the one immediately after it). (by altered, I mean that I normally set main to 50% and Wave to 100% in the system. After one exit, main was 100% and wave was 75% the other, main was 85% wave (after I tried fidling in game) was 12%). I notice that it's usally being brought about by the odd "rumble" caused by the massive ships, especially entering or leaving hyperspace. Tenderizer sticks out in my mind because there was some sort of strange background _wine_ that was barely tolerable, and then I find my main volume controls being changed about.

Also, while I'm not having any slowdowns as other people reported, I've repeatedly replayed FSPort and every mission that does a string along (missions where you jump straight from one to the next), it simply exits to desktop. I can relaunch, go to the ready room and it'll pick up again no problem, until the next one. I haven't tested in the simulator though, but 3 different pilots or even jumping straight in with -allslev does it.

Also I can't seem to get it to recognize the registry setting for OGL_RefreshRate (dword value) to set the FPS. I suspect it's because I haven't installed the Catalyst drivers control panel (no, I don't/won't use Crap Centre, besides it's the 4.12's) so I'm not so worried about that......besides, disabling VSync means I play around 80-110 FPS! I _like_ that number!)

Once I hammer out FSPort issues, I'm going to barrel through Silent Threat and then FS2. However these are the only "errors" I'm receiving of any kind. (I LOVE -disable_fbo! No more screen corruption! Full shiney factor! w00t!)
Title: Re: 3.6.9 Release Candidate 3
Post by: NHJ on July 02, 2006, 05:46:04 am
I got the same error as in the training module again, but  now in the next mission, the one where you first fight the Shivans. It seems to be related to something warping in or out of subspace.
Title: Re: 3.6.9 Release Candidate 3
Post by: karajorma on July 02, 2006, 06:53:15 am
The spline paths one is a known error but it's doubtful that it's responsible for the crash. Don't break into the debugger but instead allow FS2 to continue and see what other errors it throws up.
Title: Re: 3.6.9 Release Candidate 3
Post by: NHJ on July 02, 2006, 07:18:15 am
The spline paths one is a known error but it's doubtful that it's responsible for the crash. Don't break into the debugger but instead allow FS2 to continue and see what other errors it throws up.

Right. I thought it continued to bring up the same error every time, but after 7 or so times it stops and the game continues. Maybe a minute later it crashes again, but now without an option to continue:

Assert: bm_bitmaps[bitmapnum].handle == handle
File: c:\temp\fs2_open_3_6_9.rc3\code\bmpman\bmpman.cpp
Line: 2561
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    bm_lock()    d3d_lock_and_set_internal_texture()    d3d_tcache_set_internal()    gr_d3d_render_buffer()    gr_render_buffer()    model_render_buffers()    model_really_render()    model_try_cache_render()    model_render()    ship_render()    obj_render()    obj_render_all()    game_render_frame()    game_frame()    game_do_frame()------------------------------------------------------------------
Title: Re: 3.6.9 Release Candidate 3
Post by: vyper on July 02, 2006, 12:40:06 pm
Erm, fyi lads I got rid of my problem from earlier: turns out there was a .vp from the 3.5.x days lurking in my fs2 dir I never saw.
Title: Re: 3.6.9 Release Candidate 3
Post by: Dark Hunter on July 02, 2006, 03:18:10 pm
The only real "problem" I've so far seen is that in Derelict, the HTL Lucifer model I used looked SUPER shiny and bright, while no other ships did. Also, the Shivan Knossos was purple :confused:, as though the colors got mixed or something.

Also, Sync doens't work, but that's a problem with Sync and not the release.  :D
Title: Re: 3.6.9 Release Candidate 3
Post by: Xelion on July 05, 2006, 12:48:15 am
Warning: Couldn't fix up turret indices in spline path
I've had this exact same problem, I also had white boxes on explosions, engine glows, crashes, etc. After searching the HLP forum and finding no results I decided to update my graphics card drivers from ATI Catalyst 4.4 to the latest Omega and that fixed all the issues I was having with fs2_open.

I have to say environment mapping is absolutely stunning in-game :yes:
Title: Re: 3.6.9 Release Candidate 3
Post by: jr2 on July 06, 2006, 11:17:44 pm
(I LOVE -disable_fbo! No more screen corruption! Full shiney factor! w00t!)
What is that & what's it do?  I can't find it in the command reference.
Title: Re: 3.6.9 Release Candidate 3
Post by: taylor on July 06, 2006, 11:38:28 pm
(I LOVE -disable_fbo! No more screen corruption! Full shiney factor! w00t!)
What is that & what's it do?  I can't find it in the command reference.
It disables render-to-texture in OpenGL.  This is to allow you to use envmaps still, but not the ones generated by the game, only the default envmap or a mission specified envmap will be used.  And -disable_fbo should only be needed by certain ATI users, NVIDIA drivers don't have the problems and the newest ATI cards don't appear to have trouble with it either (something fixed in the drivers for just those cards I guess).
Title: Re: 3.6.9 Release Candidate 3
Post by: jr2 on July 06, 2006, 11:41:25 pm
And -disable_fbo should only be needed by certain ATI users, NVIDIA drivers don't have the problems and the newest ATI cards don't appear to have trouble with it either (something fixed in the drivers for just those cards I guess).
8) , Thanks taylor.  nVidia rules.  Microsoft picked ATI.  Anyone see the connection? :lol:  Oh, well, I suppose ATI's not that bad, but...  I'm glad I've gone w/ nVidia.