Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Zacam on January 09, 2010, 02:21:23 pm
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This is Antipodes build #5, brought to you by Flaming_Sword and myself.
Speech and Voice Recognition have been enabled.
Antipodes is a staging ground for changes that will eventually make their way into trunk. Antipodes should not be considered stable.
(Even though many elements have previously appeared in Testing Builds)
Windows Builds
All PDB's (FSO and FRED2 Open) are included. Each .7z has Release and Debug builds of both. (Approx 18mb per)
Antipodes_5redux_SSE.7z (http://www.mediafire.com/file/mzt3nmwootr/Antipodes_5redux_SSE.7z)
MD5: DB6E921B59F364EBA73D7C8FD5342C3B
Antipodes_5redux_SSE2.7z (http://www.mediafire.com/file/wgzodenjdn1/Antipodes_5redux_SSE2.7z)
MD5: 084557A5BC128BF08E8DADBA85275035
fso-WIN-ant5-vc6.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-ant5-vc6.7z)
MD5: a43adbba83827d7870b53fb4df95dd21
Mac OS X Builds
Courtesy of Echelon9
OS X FS2_Open Antipodes 5 Redux.zip (http://members.iinet.net.au/~tjkidd/fs2open/build/mac/FS2_Open%20Antipodes%205%20Redux.zip)
MD5: 51c098b3642cc68722333c6b87cb612f
Linux Builds
Courtesy of chief1983
fs2_antipodes_5_LINUX.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_antipodes_5_LINUX.tar.bz2)
MD5 (http://swc.fs2downloads.com/builds/LINUX/fs2_antipodes_5_LINUX.md5sum): af89ad198918aeb05ab7dc3f82e9d396
Antipodes #5 was built from Trunk 5825 with the following changes:
(.patch files to apply to Trunk)
5825-Alt-Name.patch (http://zacam.ueuo.com/scp/Patches/5825-Alt-Name.patch)
$Alt name: For ships and weapon tbms - renaming existing tbl entries in mods
Pester Flaming_Sword on it's usage.
5825-ANT_PNG-Full.patch (http://zacam.ueuo.com/scp/Patches/5825-PNG-Full.patch)
Adds PNG as a supported format for: Interface, Effects/EFF, Player Images, Insignia.
Now with XCode and Linux compiling, VC6 still needs examination
Here is a PNG-Test.7z (http://www.mediafire.com/file/lodmnorlwy2/PNG-Test.7z) package.
Replaces the Starmap ANI in the Mainhall with a PNG EFF.
Replaces the following Interface screens with PNG versions:
Barracks
Pilot Select
Options - Main
Options - Detail
And for those who do or do not have these, they have been updated:
(Last Updated: 01-09-2010)
FSU_and-PostProc_Shaders.7z (http://zacam.ueuo.com/fsu/FSU_and-PostProc_Shaders.7z)
Includes the OS X blur shader fix from Mantis 2084 (http://scp.indiegames.us/mantis/view.php?id=2084)
Includes additional adjustments to hopefully provide better support under supported ATi cards.
Simple instruction what to do with the files from Shaders and Tables for PostProcessing:
1. Copy *.sdr files to data/effects directory
2. Copy *.tbl file to data/tables directory
3. Enable -post_process flag in the launcher
4. Optionally, utilize -bloom_intensity # (where # is 0-160) to adjust Bloom effect to taste.
Developer Interest:
Updated Warnings Resolution .patch
5826-Ant_Warnings.patch (http://zacam.ueuo.com/scp/Patches/5826-Ant_Warnings.patch)
Trunk Version:
5825-Warnings.patch (http://zacam.ueuo.com/scp/Patches/5825-Warnings.patch)
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PNG Support on other Projects: Feel free to PM or hit me up on IRC in #scp for any help in getting PNG to compile in under other Projects.
On a successful compile, if you have any problems hosting up a build to link here, let me know that too (though MediaFire is handy!)
EDIT: I suppose it might be helpful if I outline (from the MSVC POV) what compiling in PNG support means.
Outside of /code/, 2 directories are added: /libpng/ and /zlib/. These are compiled in the same fashion as /libjpg/ and /lua/ and are then linked into the exe in the same fashion. They are required to compile /code/ (so /code/ should be dependent on them having been compiled first). Within /code/, there is a /pngutils/ dir with 2 files: pngutils.cpp and pngutils.h which are to be added to the general /code/ lib creation.
Hope that helps, and again, any questions: PM me or hit me up on #scp in IRC.
EDIT the Second: Additionally, if you are having problems getting the new files created via this .patch, I can upload a binary 7z/tar/whatever of the files themselves.
Edit the Third: or I could just do it anyway:
PNG_Files.7z (http://zacam.ueuo.com/scp/Antipodes/PNG_Files.7z)
PNG_Files.tar (http://zacam.ueuo.com/scp/Antipodes/PNG_Files.tar)
PNG_Files.zip (http://zacam.ueuo.com/scp/Antipodes/PNG_Files.zip)
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I have made changes to my local working copy of Xcode's project file to get a clean compile of Antipodes #5 on OS X. Patch to Antipodes branch (http://svn.icculus.org/fs2open/branches/antipodes/) is attached.
However, when I setup the PNG files (http://www.mediafire.com/file/lodmnorlwy2/PNG-Test.7z) and run with my recently compiled Debug build I hit an Assert() at cfile.cpp:924, after pngutils.cpp:136. It looks like cfclose() can be called twice (lines 128 & 134) if 'img_cfp == NULL' at line 127. The second time cfclose() will be called, 'png_file = NULL'.
My fs2_open.log is attached for you to have a look Zacam.
[attachment deleted by admin]
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Odd, I remember someone pointing this out to me and me sending a fix a couple of months back. In any case, fixed in Antipodes properly this time.
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Fixed, appears to be working fine (although a slight colour discrepancy when you hover over the buttons on the pilot selection screen).
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Correct, that's sort of how you know it's working, because the buttons and background don't quite add up. It was just a simple conversion job to help get something to test with, more complex stuff later.
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Fantastic, I now know what I should be looking for :)
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For those testers on OS X, here is the corrected Antipodes #5 build for our platform.
OS X FS2_Open Antipodes 5.zip (http://members.iinet.net.au/~tjkidd/fs2open/build/mac/FS2_Open%20Antipodes%205.zip)
MD5 (FS2_Open Antipodes 5.zip) = d5ed59b2983266daf01f0b01cde55ec1
Installation of the PNG and post-processing data is the same as described in the first post.
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Currently, the linking to different libs frameworks looks something like this on the various platforms/compilers:
Win/VS2008:
libjpeg,liblua: Built from source in repo
ogg,vorbis,theora,openal: Previously compiled lib in repo
speech: Can use PSDK SAPI but apparently not compatible with <= XP systems then, so using SAPI 5.1 in repp is currently necessary
trackir: Using new external dll loader to load the TrackIR dll we made, to eliminate static linking of that library
Win/VC6: Same as 2008 but only capable of using SAPI 5.1 in repo
Win/Antipodes:
libpng,zlib: Built from source in repo
Linux/GCC:
libjpeg,liblua: Built from source in repo
ogg,theora,vorbis,theora,sdl,redline,openal: use system dev libs installed by user
Linux/Antipodes:
Not determined yet. Recommend using system dev libs for libpng and zlib, but I can't get this to work currently. I don't speak make. That or build like libjpeg/liblua from repo sources. Need makefiles committed then.
Mac/Xcode:
libjpeg,liblua: Built from source in repo
SDL,theora,ogg,vorbis: Precompiled libs in Frameworks.tgz in repo
OpenAL: dev libs in Mac SDK
Mac/Antipodes:
Not determined yet, patch put forth to build from source in repo like Windows
Really, this whole thing needs some work. We're talking about getting away from some precompiled statically linked libs and such. I think Windows and OS X should share an archive of sources and build each lib from scratch, like libjpeg and liblua except these should be archived in SVN to save space. We shouldn't be editing them except for updates, and they wouldn't all be used but the overlap would be enough to be worth combining them. I also think Linux should use entirely system dev libs, including for libjpeg and liblua. If we want to do any of this, now might be the time since we've already been trying to sort out some linking issues.
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I concur. We can set the sources for the libs into a sub-project specifically of their own where the source can be maintained, but not checked out during a standard SVN checkout of the FSO code (which would just have the lib's pre-built for each platform by said platforms maintainer if/when any of the source repositories for them are updated).
This will A: cut down the amount of time and data for a deliverable checkout and B: decrease the amount of time on compiling/building a finished executable.
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Actually I don't mind leaving the archive of only sources in SVN, it would probably be smaller than the existing OS X frameworks file. I'm also not concerned with build times, they're not usually that big. Leaving the sources in the main repo would ensure that the archive gets updated when necessary and a build script would always get an up to date one. Otherwise it would have to do a separate update just to check the framework file. If you're not using a build script you won't normally need to re-extract since you're probably working in the SVN checkout folder. I'm confused what you mean by having the sources in a subproject would cut down on build times (you still have to build the libs at some point?), or why having them in the main SVN repo would imply that we had compiled libs in SVN. I wouldn't want that.
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Using the updated Antipodes #5 build (r5818) I'm reporting the following successful testing (http://www.hard-light.net/wiki/index.php/Antipodes_Commit_Checklist).
Verify that building succeeds on the following platforms (Release Engineering):
Verify builds run on the following, and interoperate properly with their respective launchers (HLP Bughunters):
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Thanks Echelon9 :)
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For those testers on OS X, here is the Antipodes #5 Redux build for our platform. This includes a trunk sync to r5825 (http://svn.icculus.org/fs2open?view=rev&revision=5826).
OS X FS2_Open Antipodes 5 Redux.zip (http://members.iinet.net.au/~tjkidd/fs2open/build/mac/FS2_Open%20Antipodes%205%20Redux.zip)
MD5 (FS2_Open Antipodes 5 Redux.zip) = 51c098b3642cc68722333c6b87cb612f
Installation of the PNG and post-processing data is the same as described in the first post.
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Antipodes Redux Results:
Verify that building succeeds on the following platforms (Release Engineering):
- Visual Studio 2008
- Visual Studio 2008 Express
Verify builds run on the following, and interoperate properly with their respective launchers (HLP Bughunters):
- Windows XP
- Windows 7 (32/64)
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Antipodes 5 Redux results:
Verify that building succeeds on the following platforms (Release Engineering):
Verify builds run on the following, and interoperate properly with their respective launchers (HLP Bughunters):
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Antipodes 5 Redux results:
Verify that building succeeds on the following platforms (Release Engineering):
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Antipodes 5 Redux results:
Verify that building succeeds on the following platforms (Release Engineering):
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:bump:
5825-Alt-Name.patch (http://zacam.ueuo.com/scp/Patches/5825-Alt-Name.patch)
$Alt name: For ships and weapon tbms - renaming existing tbl entries in mods
Pester Flaming_Sword on it's usage.
Flaming_Sword, are you actually using this feature? Because now we have a +Tech title feature that is a partial replacement, and the other functionality is provided by the in-mission Alt Name.