Hard Light Productions Forums

Announcements => Announcements => Topic started by: chief1983 on November 03, 2011, 01:46:34 pm

Title: 3.6.14 Release Candidate Phase Has Begun
Post by: chief1983 on November 03, 2011, 01:46:34 pm
That's right, it's time to run the 3.6.14 codebase through its paces and find any remaining showstopping bugs we aren't already aware of.  This new release includes overhauled sound code, integrated shaders, massive speed improvements in various areas of the code, and many other enhancements.  So let's see what we can break (and then fix) before we settle on a final build.

3.6.14 RC1 release thread (http://www.hard-light.net/forums/index.php?topic=78886.0)
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: Androgeos Exeunt on November 10, 2011, 10:33:01 am
Facebook wall linked to this page. I'll probably link to future individual RC release threads if they are ever created.

Is a Highlight in order?
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: chief1983 on November 10, 2011, 10:38:14 am
No, not for the RC probably.  We'll have a highlight when it's finalized.
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: Colonol Dekker on November 10, 2011, 11:21:54 am
I will comment in the relevant thread.


PARADOX.
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: FSHero on November 10, 2011, 02:01:27 pm
Hello, does anyone know of the expected release date for 3.6.14?

I am an avid multi-player, and when playing last week (Fri 2011-11-04) using the 3.6.14RC1 build, I experienced a crash whilst hosting the STV Gauntlet (detail added for my own future reference). Unfortunately I was not running a debug build at the time, so was unable to post any fs2_open.log.

I would like to reproduce this crash, but I will not be near that same computer until Thursday 2011-11-17 (and probably won't be able to play until Friday 18th.) Will there be enough time for me to do this before the final 3.6.14 is released?
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: Androgeos Exeunt on November 11, 2011, 10:23:46 am
The final version doesn't come out so soon. The previous version took about a month to get out of RC status, I think.
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: Mongoose on November 11, 2011, 03:53:20 pm
It'll basically come out as soon as the team is satisfied that any and all bugs reported in the RC builds have been taken care of.  How long that takes depends on how many issues come up, and how long they need to be resolved.
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: Trivial Psychic on November 11, 2011, 06:05:27 pm
I remember that 3.6.9 had a VERY long code freeze associated with the team's final drive towards release.
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: chief1983 on November 12, 2011, 11:51:33 am
That was the main reason why I got involved with the SCP in the first place :P
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: kev11106 on November 12, 2011, 01:12:10 pm
What are the chances of a functioning installer on the next build release?
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: Androgeos Exeunt on November 13, 2011, 12:20:40 am
I thought there are some functioning installers apart from Turey's.
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: MatthTheGeek on November 13, 2011, 02:18:10 am
Each time an installer is mentioned, I murder a kitty.

Use this instead. (http://www.hard-light.net/forums/index.php?topic=78710.0)
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: Androgeos Exeunt on November 13, 2011, 09:26:12 pm
Each time an installer is mentioned, I murder a kitty.

Use this instead. (http://www.hard-light.net/forums/index.php?topic=78710.0)

I tried not to mention that... :rolleyes:
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: Aardwolf on November 14, 2011, 01:29:54 pm
I take it there is a feature freeze in effect, and that is why there haven't been any Nightlies recently?
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: The E on November 14, 2011, 01:52:30 pm
That is correct.
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: acidtwin on December 23, 2011, 12:56:30 pm
Hey, hope this is the right thread for this.  Just thought I'd chime in and mention that this release solved a big issue for me and now i can finally play Fs2 again over Xmas, so THANK YOU :)

I posted in more detail here: http://www.hard-light.net/forums/index.php?topic=76316.msg1572076#msg1572076 as to what the issue was.

Thanks again to everyone hard work [and fantastic work] here and Merry Xmas all.

Edit:  Oddly enough mods using i think the new shaders [??], e.g. blue planet etc, work when i remove atioglxx.dll from the folder.  FS2 missions seem to require atioglxx.dll to be in the folder :S

Edit 2: Thought I'd point out that crossfire, no matter what i try, including custom profiles for CCC, will not work with FS2Open.  Not read that it is supported though so perhaps this is normal?
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: Zacam on December 28, 2011, 02:43:19 am
acidtwin: Newer mods with their own shaders (such as the Re-Released Blue Planet) are using shaders that are more in-line and unified with the engine. The original release of the MediaVPs (3.6.12) are using older shaders that are not as well laid out or optimized as the shaders that were later developed in the engine, hence the RC release threads having a release link for newer shaders to be put into the MediaVPs 3.6.12 data directory (mediavps_3612\data) which should then resolve those issues.

Future releases of the MediaVPs will be relying on the built-in engine shaders to remove this issue from being present in the future.
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: acidtwin on December 28, 2011, 11:45:54 am
acidtwin: Newer mods with their own shaders (such as the Re-Released Blue Planet) are using shaders that are more in-line and unified with the engine. The original release of the MediaVPs (3.6.12) are using older shaders that are not as well laid out or optimized as the shaders that were later developed in the engine, hence the RC release threads having a release link for newer shaders to be put into the MediaVPs 3.6.12 data directory (mediavps_3612\data) which should then resolve those issues.

Future releases of the MediaVPs will be relying on the built-in engine shaders to remove this issue from being present in the future.


Wonderful, fantastic work too. 

Do you think ATI/AMD Crossfire support will be implemented at some point or does that work for people already and ATI drivers are just being mean to me?

Only negative really is that and the fact that the GPU usage is around 50/70% max with the latest Blue Planet [stunning work, again] but fps drops below 30 at times.  Shouldn't happen if my card isn't breaking past 70% GPU usage.  I'm going to experiment with different ATI drivers though as that might be more a driver issue than anything else. [Running a 4870x2 currently on the latest cat drivers trying out the new profile support]
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: The E on December 28, 2011, 12:30:42 pm
Wonderful, fantastic work too. 

Do you think ATI/AMD Crossfire support will be implemented at some point or does that work for people already and ATI drivers are just being mean to me?

No. This will never be implemented, because it's basically not something we can control in OpenGL. From the development side, all GPUs look pretty much the same; coding for specific GPUs or configurations is a) a pain in the ass, and b) something a good PC programmer will avoid.

Quote
Only negative really is that and the fact that the GPU usage is around 50/70% max with the latest Blue Planet [stunning work, again] but fps drops below 30 at times.  Shouldn't happen if my card isn't breaking past 70% GPU usage.  I'm going to experiment with different ATI drivers though as that might be more a driver issue than anything else. [Running a 4870x2 currently on the latest cat drivers trying out the new profile support]

Reason for this is that, in your scenario, FSO is CPU-bound. Meaning that the engine is unable to supply enough data to keep the GPU happy. Yes, there are ways to improve that. Yes, we are working on them. If you're thinking "Why isn't FSO multithreaded?" you're on the right track. If you're thinking that adding multithreading is easy, we would invite you to try.
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: wolfen on December 28, 2011, 06:17:45 pm
OK I just downloaded the 3.6.14 files and placed them in my FS2 folder, I also downloaded and installed the latest and greatest launcher, at first it didn;t work, until I actually opened the 3.6.14 files (I feel dumb), but now that I did it right it works great :)
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: acidtwin on December 29, 2011, 09:18:53 pm
Wonderful, fantastic work too. 

Do you think ATI/AMD Crossfire support will be implemented at some point or does that work for people already and ATI drivers are just being mean to me?

No. This will never be implemented, because it's basically not something we can control in OpenGL. From the development side, all GPUs look pretty much the same; coding for specific GPUs or configurations is a) a pain in the ass, and b) something a good PC programmer will avoid.

Quote
Only negative really is that and the fact that the GPU usage is around 50/70% max with the latest Blue Planet [stunning work, again] but fps drops below 30 at times.  Shouldn't happen if my card isn't breaking past 70% GPU usage.  I'm going to experiment with different ATI drivers though as that might be more a driver issue than anything else. [Running a 4870x2 currently on the latest cat drivers trying out the new profile support]

Reason for this is that, in your scenario, FSO is CPU-bound. Meaning that the engine is unable to supply enough data to keep the GPU happy. Yes, there are ways to improve that. Yes, we are working on them. If you're thinking "Why isn't FSO multithreaded?" you're on the right track. If you're thinking that adding multithreading is easy, we would invite you to try.

Fair enough - I did notice crossfire not being an issue for others elsewhere so possibly the current driver is stopping it from just basic AFR.

Must admit i never thought to check the usage of other CPU cores, good call on that. [running 4 x 3.2GHz, Intel]

Ty for your replies :)

All the best,
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: HAZARDLEADER on January 01, 2012, 08:21:39 am
When will the 3.6.14 media vps be released, if there are going to be any? :confused:
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: headdie on January 01, 2012, 08:31:07 am
MediaVPs are a separate entity to SCP and they are also moving away from parallel releases, so it will be released when the FSU team are happy with it
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: Trivial Psychic on January 01, 2012, 12:00:09 pm
Well, there will have to be SOME form of build parity for release.  For example, if the FSU team decides that they will take advantage of some awesome new effect that got added in, they'll have to say "intended to be used with builds X or later".  It gets easier in terms of user friendly, if you can match it with a major release build.
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: The E on January 01, 2012, 12:29:12 pm
Well, yeah, but we are not making the guarantee that every SCP release is immediately followed by a MediaVPs release.
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: Trivial Psychic on January 01, 2012, 12:31:48 pm
True enough.
Title: Re: 3.6.14 Release Candidate Phase Has Begun
Post by: technopredator on January 11, 2012, 07:33:37 am
OH please don't split, remember, we, your children, are the ones that suffer the more in a divorce!  :shaking:

Just joking :) as long as the next release is better with the use of current modern technologies I'm OK with it.