Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: SF-Junky on January 03, 2010, 06:58:37 am
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Can you give us an estimation when we will see 3.6.11 final? :)
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IIRC there won't be any 3.6.11 final, because all 3.6.11 are test builds only, the next stable release will be 3.6.12.
Yes, yes, I know that doesn't answer your question :D
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There was a thread a while back that explained the new naming convention for the release versions. Since I don't remember where that is, this is how it works:
From 3.6.10 onwards, odd-numbered X.X.XX releases (ex.: 3.6.11, 3.6.13, etc.) are test builds while even-numbered releases (ex.: 3.6.12, 3.6.14, etc.) are official release builds. The more you know...
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Thanks for confirming my thought. However, that still doesn't answer his question ;)
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Can that question be answered? :P
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We can expect 3.6.11 final most certainly when, after much effort and diligence and time gratuity, the coders release it. The End
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It's impossible to tell, since each time someone asks, inevitably the time required will become longer. ;)
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What's with all the extra RC stuff? I've got a small library of .exes forming :)
That's another week added to uh deadline now :lol:
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After a period of development as long as we seem to have around here, RCs are a necessity to increase testing of a build to be released, but still not quite cement it as the final build. I think it paid off for 3.6.10, it seems to be a pretty stable release, hopefully we can spend less time on 3.6.12's RC phase though. A lot of recent significant commits have really improved efficiency in some key areas, I keep hearing reports of 10-20fps improvements as we profile the engine and find some really poor performing chunks of code. Still, I've been pushing for ironing out some remaining significant Mantis issues, and will probably push for a feature freeze in the very near future.
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want the latest version? learn how to compile from svn.
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...
Or just use latest nightly or test build posted to nightly or test builds boards. :doubt:
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Still, it's good for us to stabilize the code base periodically and offer the community a recent platform to work with.
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I'm just happy that you all are still creating new builds and updates!
I try to always download the lastest Windows SSE2 builds the day they are released.
It is simply amazing to see how far you guys have come!
:eek:
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Glad the nightlies are appreciated :)
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They definitely are but to be honest I,
A- don't know what SVN means :nervous:
B- Wouldn't know how to compile it anyway. The last things I compiled were Half-Life levels using QBSP2 and Rad.
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Antipodes #5 will be before 3.6.12, and that (Antipodes) is coming up soon.
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Still, it's good for us to stabilize the code base periodically and offer the community a recent platform to work with.
That's why I'm asking, because according to my personal feelings, final builds are far more stable than any test/nightly builds.
btw, is there a special reason why there are still normal builds made and not only Inferno builds?
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Because Inferno builds require Inferno pilots and some people might object to their pilot suddenly becoming unusable. People using multiplayer for instance.
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That's why I'm asking, because according to my personal feelings, final builds are far more stable than any test/nightly builds.
WiH is being developed on 3.6.11 and it is very stable. In fact I always use .11 whenever possible because it has huge performance advantage over .10.
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Yeah, so far, every crash (but one) we've experienced on .11 is because of something we did wrong, not because the engine is unstable.
That being said, developing on a platform that is under construction presents its own challenges; namely that features we are using may change at any time.
A good rule of thumb is to target $STABLE_RELEASE, but use $DEV_RELEASE to find and fix errors.
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Indeed. Many errors in the recently released campaigns/mods could have been avoided if they had been properly debugged using 3.6.11. Not only does .11 perform far better, it is also much better debugger.
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Well one of the biggest things we did behind the scenes lately, is correcting a bunch of inadvertently modified AI behaviors. Hopefully we've caught these soon enough that not many campaigns will be affected.
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Well one of the biggest things we did behind the scenes lately, is correcting a bunch of inadvertently modified AI behaviors.
Does that include the bug that caused bombers to pretty much ignore their target and go after everything else? :)
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I hate being intercepted by Seraphims. :doubt:
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Well one of the biggest things we did behind the scenes lately, is correcting a bunch of inadvertently modified AI behaviors.
Does that include the bug that caused bombers to pretty much ignore their target and go after everything else? :)
Can't offer a coder's confirmation, but the 3.6.11 build I'm using does that less frequently.