Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Master_of_the_blade on October 02, 2011, 10:22:50 pm
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My launcher(5.5g) crashes as soon as I select any nightly build from the browse function. Windows just says "This program has stopped working" the moment i select the nightly. Any help would be appreciated.
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no problems here. You say any nightly build, can you specify which builds you tried? Did you checksum the downloaded files to make sure they aren't corrupted?
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I've seen the problem before, but to verify:
1: error happens when you click on the nighty from the selection window?
2: error does not happen when running the nightly directly?
3: .12 runs perfectly dispite .13 crashing?
4: the crash is a windows 'this application has stoped responding' etc error?
Sadly i do not have a solution beyond 'try another launcher', but this would be the 3rd time i have seen this effect someone.
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I am experiencing precisely the effect you describe, KyadCK.
5.5f also does not work for me.
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Yeah... one of my buddies has this issue. I'm going to point him toward wxLauncher.
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This (http://www.hard-light.net/forums/index.php?topic=67950.msg1341695#msg1341695) one, to save time trying to look for it.
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no problems here. You say any nightly build, can you specify which builds you tried? Did you checksum the downloaded files to make sure they aren't corrupted?
Tried with 3 different builds. 4 if you count the build i got with blue planet multi.
Edit: Well it worked! The nightlies are working. Thank you all. I got the wxlauncher. Is there a way to disable the rippling effect in the engines in the latest nightlies? It doesn't make sense in space.
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Try wxLauncher, the one I linked above.
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Is there a way to disable the rippling effect in the engines in the latest nightlies? It doesn't make sense in space.
The way it's implemented, it does look more like atmospheric disruption, however there would still be a distortion in space. I'd love to see it made a bit more realistic, but as it stands, I'm pretty sure you had to check a launcher option to enable it. I think it's under Experimental.
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If you are talking about the thruster distortion then they only way to turn it off is with TBM options. (Browse the Wiki, I know it's there.) However, using those same TBM options and a little photoshop expertise, you can modify the distortion pretty easily.
Chief: it's the Explosion distortion that has a launcher flag.
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While we're off-topic, I just wanted to mention that regardless of realism, the effect could use some work before being considered ready for inclusion as a default. My complaints:
1. The effect distorts geometry in front of it. Given that said geometry is necessarily silhouetted by the brilliant white of the thruster, this is too visible to ignore.
2. The effect makes the 2d nature the the thrusters too obvious. Maybe this would be less of a problem if you tweaked the thruster animations so the distorted Bitmap 2 didn't end up too far outside the visible radius of Bitmap 1, but even then there's the problem where half of Bitmap 1 is distorted and half isn't.
3. The effect does not distort the nebula. Maybe this is too much to ask, but it's just sort of odd that the ship's hull seems to be bucking and twisting just aft of the thruster, while the wispy puffs of pink gas sail by unaffected.
Back on topic though, is there something we should be doing to help bugtest the normal launcher and figure out why 3.6.13 makes it crash? I mean, I guess I could go through all the nightlies since 3.6.12 came out, but I can't help but wonder if there's something more constructive I could be doing.
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Thx guys.
I'd like to learn Freespace modding. Where do I start? I do have some programming experience (C++, VB, Java IDE). FRED is frustrating. Shi[ placement is a pain in all the wrong places.
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FRED camera controls can be a pain, it has become a habit of mine to zoom out so I can see everything and work from there. Its all about learning the keys (a/z for zoom, numberpad arrows for movement), but the best awnser anyone could give you would be this (http://www.hard-light.net/wiki/index.php/Portal:Modding), and to ask on IRC (https://widget.mibbit.com/?settings=b73fe961ed217d9a3cbd9637dc7ba9bf&server=irc.esper.net&channel=%23hard-light&noServerTab=false) if you get stuck on something.
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Thx guys.
I'd like to learn Freespace modding. Where do I start? I do have some programming experience (C++, VB, Java IDE). FRED is frustrating. Shi[ placement is a pain in all the wrong places.
Depends on what you want to do! The SCP do need good coders so you could just join us on the #scp IRC channel and start working on the source code. Or you could make your own missions in FRED or your own ships if you know how to model. Tell us what you'd like to do and we can point you in the right direction.
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I dont have 3DS Max yet. So modelling is out of question.
I've tried FRED. Its a pain in all the wrong places. Still wrestling with it.
Coding...what kind are we talking about? Do keep in mind that the coding ive done is student level(I'm just 16 afterall). I can learn fast, though.
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I dont have 3DS Max yet. So modelling is out of question.
Why? Blender seems to work just fine...
I've tried FRED. Its a pain in all the wrong places. Still wrestling with it.
Coding...what kind are we talking about? Do keep in mind that the coding ive done is student level(I'm just 16 afterall). I can learn fast, though.
Fundamentally fs2open is written in C with objects, that is, we use a C like structure while passing around objects. There are also parts that are written using C++ (FRED is done with MFC which I think it technically C++). Of course there are also pieces that are written using .tbl (http://www.hard-light.net/wiki/index.php/.tbl).
At that, look at the SCP mantis (link is at the top of the page) (you will need to register to view it), for an general idea of the bugs that we need help with, one of them might grab your attention.
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Yeah, I can do C++.
I never knew C++ also had objects.
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Yeah, I can do C++.
I never knew C++ also had objects.
Well objects is the point of C++, so I assume you meant to say that you "never knew C also has objects".
Sorry, I was a bit misleading, C by itself does not have objects. Using a C++ compiler to write C like code is what I mean by "C with objects".
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While we're off-topic, I just wanted to mention that regardless of realism, the effect could use some work before being considered ready for inclusion as a default. My complaints:
1. The effect distorts geometry in front of it. Given that said geometry is necessarily silhouetted by the brilliant white of the thruster, this is too visible to ignore.
2. The effect makes the 2d nature the the thrusters too obvious. Maybe this would be less of a problem if you tweaked the thruster animations so the distorted Bitmap 2 didn't end up too far outside the visible radius of Bitmap 1, but even then there's the problem where half of Bitmap 1 is distorted and half isn't.
3. The effect does not distort the nebula. Maybe this is too much to ask, but it's just sort of odd that the ship's hull seems to be bucking and twisting just aft of the thruster, while the wispy puffs of pink gas sail by unaffected.
Back on topic though, is there something we should be doing to help bugtest the normal launcher and figure out why 3.6.13 makes it crash? I mean, I guess I could go through all the nightlies since 3.6.12 came out, but I can't help but wonder if there's something more constructive I could be doing.
1. If you find a possibility to render the effect before the model BUT AFTER the model because of crappy ATI Zbuffer issues call me.
2. If you find a possibility to render something like this 3 dimesionally call me.
3. If you find a possibility to render it AFTER the nebula BUT BEFORE IT so it gets fogged by the nebula call me.
These are issues that are in every 3d Engine with distortion Effects. Especially the distorting geometry in front of it. CANT BE DONE.
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Is there a way to disable the rippling effect in the engines in the latest nightlies? It doesn't make sense in space.
Because fighters with energy shields doing pew pew with super sci fi cannons and firing missiles that have higher payloads than your average nuke that barely dent an Orion while completely disobeying the newtonian laws do make sense right? :p
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Yeah, I can do C++.
I never knew C++ also had objects.
Well objects is the point of C++, so I assume you meant to say that you "never knew C also has objects".
Sorry, I was a bit misleading, C by itself does not have objects. Using a C++ compiler to write C like code is what I mean by "C with objects".
As I said, my C++ programming knowledge is student level, maybe I did not realize it.
Anyways, I'll learn as i come across more code.
Is there a way to disable the rippling effect in the engines in the latest nightlies? It doesn't make sense in space.
Because fighters with energy shields doing pew pew with super sci fi cannons and firing missiles that have higher payloads than your average nuke that barely dent an Orion while completely disobeying the newtonian laws do make sense right? :p
Good point.
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:bump:
Tracked down the specific nightly that broke the launcher for me: 6170 (http://www.hard-light.net/forums/index.php?topic=70202.0)
There are quite a few changes from 6102 to 6170, so I'll leave it up to someone more knowledgeable to suggest which of these might break compatibility.
EDIT: Well, I got bored again, and started building my own EXEs. 6140 Does not break the launcher. 6146 crashes the launcher the same as any more recent nightly. 6144 and 6145 I was unable to build using MVSC_2010 express; got a whole host of error messages I haven't yet bothered to copy down.
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Thank you for your digging into it.
Crap 6144 is the sound code build. It is also the only one in that range that could affect the launcher. Don't worry about not being able to build the those two.
Please try the attached build.
EDIT: Oops wrong build.
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A non-inferno build, eh? Doesn't crash the launcher, runs fine.
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Oops. I thought we had already changed the build profiles in trunk to make inferno the default (but of course I never checked either :D).
Not that it should make any difference, here is the same build, but as inferno and SSE2.
[attachment deleted by a basterd]
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Actually, it does make a difference. The INF_SSE2 version crashes the launcher. I guess that narrows things down somehow?
Are you sure that's the same build? 'cause I tried building plain 3_6_13d using the current SVN (8048), and that still crashes the launcher.
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Actually, it does make a difference. The INF_SSE2 version crashes the launcher. I guess that narrows things down somehow?
Are you sure that's the same build? 'cause I tried building plain 3_6_13d using the current SVN (8048), and that still crashes the launcher.
Interesting. I guess its time to break out the hex editor and figure out what is going on. Can I get you to run the build that crashes the launcher and a build that doesn't crash the launcher from a console with only the -get_flags. Please save the flags.lch that is generated by each build and attach them both.
I will have to verify when I get home, but this is the only code change that I have made since sometime last week so the second build should have built with the same code, just different compiler options. The first build that I had you try is changed from the current trunk so that crash isn't really a supprise. The second build that I posted has the same change as the first build, just built with different options.
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Attached.
[attachment deleted by a basterd]
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Okay, fs2_open_3_6_13d_INF_SSE2_Iss_Mneur_flags.lch was not generated by the binary that I attached above.
Have you tried running the launcher as administrator, selecting one of the problematic executables, then restarting the launcher normally and try selecting one of the crash causing executables?
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Whoops! I must have renamed the wrong .exe somehow. I downloaded the .exe again and generated a new flags file, though I dunno if you'll need it since your download doesn't actually cause a crash.
Sorry about the wasted time.
Have you tried running the launcher as administrator, selecting one of the problematic executables, then restarting the launcher normally and try selecting one of the crash causing executables?
If I hadn't before, I have now. Crashed as administrator, crashed again without administrator. In a separate test I tried XP compatibility mode - no change. Also no change running Windows XP Mode (Windows Virtual PC).
[attachment deleted by a basterd]