Is there a changelog somewhere?Nope, but here is a basic rundown of CVS commits since RC2:
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.
- 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.
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.
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.
Just me or in the last few builds I can't target nodes?
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?
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.
What sort of bugs? In which missions specific
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
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: :pActually 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
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.
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.
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.
??
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.
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?
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 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.
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?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.
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.
Anyone else getting black boxes around particles and nebulae?
Anyone else getting black boxes around particles and nebulae?
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.
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.
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.
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.
[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
[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
Both of the yellow_glow.tga files, in data/effects and data/maps, have an alpha channel:Ah, well that would explain it then. Thanks. :)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
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.
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 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.
Whats the optimization flag for my processor cuz i dont see it here http://linuxreviews.org/howtos/compiling/safe-cflags/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.
I have a AMD Athlon64 3200+ processor
Hopefully that answers your question without getting you too confused in the process. :)It does indeed - many thanks. :)
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.
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.
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 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.
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:
I use 7-zip, and it works perfectly for me.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...
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.
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.
hi,
the ai-chase-any SEXP are removed of the SEXP months ago.
the campaine need a bugfixing.
Mehrpack
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.
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.
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()
------------------------------------------------------------------
Read from location 000011cc caused an access violation.
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.
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.
Warning: Couldn't fix up turret indices in spline pathI'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 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).(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.
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.