Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Nightly Builds => Topic started by: SirKnightly on November 22, 2010, 09:48:08 am
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Here is the nightly for Windows on 22 Nov 2010 - Revision 6765
Group: Inferno
fso-WIN-Inferno-20101122_r6765.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno-20101122_r6765.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno-20101122_r6765.md5)
Group: Inferno_SSE
fso-WIN-Inferno_SSE-20101122_r6765.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE-20101122_r6765.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE-20101122_r6765.md5)
Group: Inferno_SSE2
fso-WIN-Inferno_SSE2-20101122_r6765.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE2-20101122_r6765.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE2-20101122_r6765.md5)
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r6762 | The_E | 2010-11-22 00:14:11 -0600 (Mon, 22 Nov 2010) | 2 lines
Changed paths:
M /trunk/fs2_open/code/ai/aicode.cpp
Fix for commit 6756: -1 is a perfectly valid value for current_secondary_bank at that point.
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r6764 | Echelon9 | 2010-11-22 06:51:59 -0600 (Mon, 22 Nov 2010) | 1 line
Changed paths:
M /trunk/fs2_open/code/ai/ai_profiles.cpp
Fix: Local declaration of 'i' hides declaration of the same name in outer scope.
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r6765 | Echelon9 | 2010-11-22 07:01:41 -0600 (Mon, 22 Nov 2010) | 1 line
Changed paths:
M /trunk/fs2_open/code/weapon/swarm.cpp
MAGIC numbers aren't for hiding in code...
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With this revision some sound effects are low volume, and Before someone say about it i have sound device in generic software. this issue with the sound not the case with the 3612
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Something fishy is going on with either beam damage or special hit points in this build.
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Yeah there's something reeeeally fishy going on.
Test Case 1:
Hostile Aeolus fires an SGreen at a special hitpoints Fenris with 100hp and an untouched Fenris.
Result: No damage to either.
Test Case 2:
Hostile Aeolus fires an SGreen at a special hitpoints Fenris with 100hp and an untouched Hippocrates.
Result: Fenris dies, Hippocrates takes no damage.
Test Case 3:
Hostile Aeolus fires an SGreen at an untouched Fenris and an untouched Hippocrates.
Result: Both take expected damage.
:sigh:
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I just ran similar tests:
Test 1: Untouched Fenris and Hippocrates. Both ships reduced to 79% hull
Test 2. Fenris at 5000 special hits, untouched Hippocrates. Fenris at 58% Hippo at 79%
Test 3. Fenris at 100 special hits and untouched Hippo. Dead Fenris and Hippo at 83% (at least until it got whacked by a chunk of the Fenris) I quit there.
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And this isn't on Mantis, why?
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Not in 6760?
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Not in 6760?
Yes, sure it's not one of the recent changes that actually touched the beam code (http://svn.icculus.org/fs2open?view=rev&revision=6760)? My Verify() NULL pointer protection changes should see an error reported if they are hit, not silent oddities...
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Found the cause. One of the traitor beam checks was causing a premature return before the damage. Only happens randomly and if the firing ship is not friendly. Have a fix ready just waiting on word from Axem.