Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Nightly Builds => Topic started by: SirKnightly on December 13, 2010, 10:06:36 am
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Here is the nightly for Windows on 13 Dec 2010 - Revision 6847
Group: Inferno
fso-WIN-Inferno-20101213_r6847.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno-20101213_r6847.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno-20101213_r6847.md5)
Group: Inferno_SSE
fso-WIN-Inferno_SSE-20101213_r6847.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE-20101213_r6847.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE-20101213_r6847.md5)
Group: Inferno_SSE2
fso-WIN-Inferno_SSE2-20101213_r6847.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE2-20101213_r6847.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE2-20101213_r6847.md5)
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r6833 | Zacam | 2010-12-12 14:34:15 -0600 (Sun, 12 Dec 2010) | 1 line
Changed paths:
M /trunk/fs2_open/code/Makefile.am
M /trunk/fs2_open/code/ai/aicode.cpp
M /trunk/fs2_open/code/anim/animplay.cpp
M /trunk/fs2_open/code/anim/animplay.h
M /trunk/fs2_open/code/anim/packunpack.h
M /trunk/fs2_open/code/asteroid/asteroid.cpp
M /trunk/fs2_open/code/fred2/sexp_tree.cpp
M /trunk/fs2_open/code/fred2/sexp_tree.h
M /trunk/fs2_open/code/freespace2/freespace.cpp
M /trunk/fs2_open/code/freespace2/levelpaging.cpp
M /trunk/fs2_open/code/graphics/2d.cpp
M /trunk/fs2_open/code/graphics/2d.h
M /trunk/fs2_open/code/hud/hud.cpp
M /trunk/fs2_open/code/hud/hud.h
M /trunk/fs2_open/code/hud/hudbrackets.cpp
M /trunk/fs2_open/code/hud/hudbrackets.h
M /trunk/fs2_open/code/hud/hudconfig.cpp
M /trunk/fs2_open/code/hud/hudescort.cpp
M /trunk/fs2_open/code/hud/hudescort.h
M /trunk/fs2_open/code/hud/hudets.cpp
M /trunk/fs2_open/code/hud/hudets.h
M /trunk/fs2_open/code/hud/hudlock.cpp
M /trunk/fs2_open/code/hud/hudlock.h
M /trunk/fs2_open/code/hud/hudmessage.cpp
M /trunk/fs2_open/code/hud/hudmessage.h
M /trunk/fs2_open/code/hud/hudnavigation.cpp
M /trunk/fs2_open/code/hud/hudnavigation.h
M /trunk/fs2_open/code/hud/hudobserver.cpp
M /trunk/fs2_open/code/hud/hudobserver.h
M /trunk/fs2_open/code/hud/hudparse.cpp
M /trunk/fs2_open/code/hud/hudparse.h
M /trunk/fs2_open/code/hud/hudreticle.cpp
M /trunk/fs2_open/code/hud/hudreticle.h
M /trunk/fs2_open/code/hud/hudshield.cpp
M /trunk/fs2_open/code/hud/hudshield.h
M /trunk/fs2_open/code/hud/hudsquadmsg.cpp
M /trunk/fs2_open/code/hud/hudsquadmsg.h
M /trunk/fs2_open/code/hud/hudtarget.cpp
M /trunk/fs2_open/code/hud/hudtarget.h
M /trunk/fs2_open/code/hud/hudtargetbox.cpp
M /trunk/fs2_open/code/hud/hudtargetbox.h
M /trunk/fs2_open/code/hud/hudwingmanstatus.cpp
M /trunk/fs2_open/code/hud/hudwingmanstatus.h
M /trunk/fs2_open/code/localization/localize.cpp
M /trunk/fs2_open/code/mission/missionload.cpp
M /trunk/fs2_open/code/mission/missionmessage.cpp
M /trunk/fs2_open/code/mission/missionmessage.h
M /trunk/fs2_open/code/mission/missiontraining.cpp
M /trunk/fs2_open/code/mission/missiontraining.h
M /trunk/fs2_open/code/missionui/missionshipchoice.cpp
M /trunk/fs2_open/code/network/multiutil.cpp
M /trunk/fs2_open/code/object/collideshipship.cpp
M /trunk/fs2_open/code/parse/lua.cpp
M /trunk/fs2_open/code/parse/sexp.cpp
M /trunk/fs2_open/code/parse/sexp.h
M /trunk/fs2_open/code/radar/radar.cpp
M /trunk/fs2_open/code/radar/radar.h
A /trunk/fs2_open/code/radar/radardradis.cpp
A /trunk/fs2_open/code/radar/radardradis.h
M /trunk/fs2_open/code/radar/radarorb.cpp
M /trunk/fs2_open/code/radar/radarorb.h
M /trunk/fs2_open/code/radar/radarsetup.cpp
M /trunk/fs2_open/code/radar/radarsetup.h
M /trunk/fs2_open/code/ship/ship.cpp
M /trunk/fs2_open/code/ship/ship.h
M /trunk/fs2_open/code/weapon/emp.cpp
M /trunk/fs2_open/code/weapon/emp.h
M /trunk/fs2_open/projects/MSVC_2005/code.vcproj
M /trunk/fs2_open/projects/MSVC_2008/code.vcproj
M /trunk/fs2_open/projects/MSVC_2010/code.vcxproj
M /trunk/fs2_open/projects/MSVC_2010/code.vcxproj.filters
M /trunk/fs2_open/projects/MSVC_6/code.dsp
M /trunk/fs2_open/projects/Xcode/FS2_Open.xcodeproj/project.pbxproj
M /trunk/fs2_open/projects/codeblocks/code/code.cbp
Antipodes 7 Merge: HUD Overhaul, by Swifty.
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r6843 | The_E | 2010-12-12 22:10:08 -0600 (Sun, 12 Dec 2010) | 3 lines
Changed paths:
M /trunk/fs2_open/code/parse/sexp.cpp
Fix for Mantis 2349 (Invalid number of arguments not detected by FRED). This adds a new function to sexp.cpp (check_operator_argument_count()), which can be used to handle cases like send-message-list.
Also adds a warning to change-iff-color in case the FREDer supplied an invalid rgb argument (Mantis 2256)
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r6844 | Zacam | 2010-12-12 23:51:49 -0600 (Sun, 12 Dec 2010) | 1 line
Changed paths:
M /trunk/fs2_open/code/sound/ds.cpp
M /trunk/fs2_open/code/windows_stub/config.h
Reverts commits 6681, 6683 and 6684. Adds C4101 Warning suppression for Release Builds (only) so that "catch" doesn't cause an unreferenced parameter warning.
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r6846 | Goober5000 | 2010-12-13 01:24:38 -0600 (Mon, 13 Dec 2010) | 1 line
Changed paths:
M /trunk/fs2_open/code/hud/hudreticle.cpp
bypass weird compiler error
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r6847 | Goober5000 | 2010-12-13 01:33:35 -0600 (Mon, 13 Dec 2010) | 2 lines
Changed paths:
M /trunk/fs2_open/code/mission/missionparse.cpp
M /trunk/fs2_open/code/ship/ship.cpp
set certain flags that used to be in ship_info via ship_set and change_ship_type, which is the correct thing to do, rather than in the middle of parsing, which was a red herring
(fixes Mantis #2169)
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Somewhere in the last twenty revisions, multiplayer text sending has sort of broken, the 'currently typing' line you display after you hit 1-4 doesn't show at all, and if you type whilst in respawn you don't even have any idea whether you've sent the text or not...
It also appears that the tracking hostile target / tracking target indicator behaviour has changed slightly (hard to explain, if only a single target is targetting you, and you have that target targetted, both triangles can display on screen when normally the hollow one would disappear altogether, dunno if it's effected it's normal functionality much, doesn't /seem/ to have.
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Also, normally you should see the ping during multiplayer game, but you it doesn't appear, it seems those hud elements are missing?
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Oh, also, on that note, although completely unrelated to a 'latest revision' (I might do some testing to see roughly when it disappeared), the host can see the packets they're sending, and the packet loss of the clients on retail, that's been gone since I came back..... probably before, any ideas?
It was really useful to tell who had their object updates on what settings, and who was ACTUALLY lagging, and who was whining like a little ***** :P
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That does sound like subtle HUD issues that might have been missed in Antipodes 7.
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Would it be possible to put in a feature that would allow the new HUD feature to be turned off? It tends to mess up anything that has a special HUD. I thought fixing the FSPort HUD would fix all the problems but the Vasudan HUD in the Vasudan Imperium is messed up and it is more than just putting in an updated HUD table. Also I kinda like the old HUD size.