Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: chief1983 on February 21, 2012, 04:23:55 pm
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RC6 here. (http://www.hard-light.net/forums/index.php?topic=80754.0) Go there.
(http://scp.indiegames.us/img/irrelephant.jpg)
RC5! Now with better font display support!
Previous 3.6.14 RC4 Release Thread (http://www.hard-light.net/forums/index.php?topic=79747.0)
Important!!
As always, you need OpenAL installed. Linux and OS X come with it but Windows users will need to get Creative's OpenAL installer (http://connect.creativelabs.com/openal/Downloads/oalinst.zip).
Important!!
Also, since the internal code linking for TrackIR was revised, an external DLL is now required for FSO to use TrackIR functions.
The following DLL is simply unpacked in to you main FreeSpace2 root dir.
TrackIR is only supported on Windows.
TrackIR SCP DLL (http://www.mediafire.com/download.php?ihzkihqj2ky)
Launchers, if you don't have one already:
Windows: Launcher 5.5g (http://swc.fs2downloads.com/files/Launcher55g.zip) (Mirror (http://scp.fsmods.net/builds/Launcher55g.zip)) (Mirror (http://scp.indiegames.us/builds/Launcher55g.zip)) (Mirror (http://www.mediafire.com/?wdvzn7hhhzh418m))
OS X: Soulstorm's OS X Launcher 3.0 (http://www.hard-light.net/forums/index.php/topic,51391.0.html)
Linux: YAL (http://www.hard-light.net/forums/index.php/topic,53206.0.html) or by hand (http://www.hard-light.net/wiki/index.php/Fs2_open_on_Linux/Graphics_Settings) or whatever you can figure out.
All platforms: wxLauncher (http://www.hard-light.net/forums/index.php?topic=67950.0) (ongoing project for a unified launcher)
Known issues:
- The now-standard Inferno builds have trouble converting retail pilots. You might experience crashes. Post logs.
- See the list of Fix for next release (http://scp.indiegames.us/mantis/search.php?project_id=1&status_id%5B%5D=10&status_id%5B%5D=20&status_id%5B%5D=30&status_id%5B%5D=40&status_id%5B%5D=50&priority_id%5B%5D=40&priority_id%5B%5D=50&priority_id%5B%5D=60&sticky_issues=on&sortby=last_updated&dir=DESC&per_page=200&hide_status_id=-2) bugs - mark a bug as an elevated priority (high, urgent, immediate) to get it included in that filter.
- Here is the filter for Target 3.6.14 (http://scp.indiegames.us/mantis/search.php?project_id=1&status_id%5B%5D=10&status_id%5B%5D=20&status_id%5B%5D=30&status_id%5B%5D=40&status_id%5B%5D=50&sticky_issues=on&target_version=3.6.14&sortby=last_updated&dir=DESC&hide_status_id=-2) bugs.
Shaders
In order to leverage changes in the shader code since 3.6.12, these are to be used to over-ride the MediaVPs shaders (place in mediavps_3612/data/effects) or in use for any mods.
Includes the Animated/Cloakmap shaders as well as optimized pixel lighting fragment shaders.
Shaders-3.6.14_Jan-23.zip (http://swc.fs2downloads.com/builds/Shaders-3.6.14_Jan-23.zip) (Mirror (http://scp.fsmods.net/builds/Shaders-3.6.14_Jan-23.zip)) (Mirror (http://scp.indiegames.us/builds/Shaders-3.6.14_Jan-23.zip)) (Mirror (http://www.mediafire.com/file/k2v8qxj127qy3ht/Shaders-3.6.14_Jan-23.zip))
MD5: 31b92c6a89fdf9fb490fca970e349932
(http://scp.indiegames.us/img/windows-icon.png) WINDOWS Builds
Inferno Builds
If you don't know which one to get, get the third one (no SSE). If you don't know what SSE means, read this: http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions
You can use freely available tools like CPU-Z (http://www.cpuid.com/softwares/cpu-z.html) to check which SSE capabilities your CPU has.
fs2_open_3_6_14_RC5.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_14_RC5.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_14_RC5.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_14_RC5.zip))
This one is based on the SSE2 Optimizations from the MSVC Compiler.
MD5: 0537c4a55b60494ec5097408420993bc
fs2_open_3_6_14_RC5_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_14_RC5_SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_14_RC5_SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_14_RC5_SSE.zip))
This one is based on the SSE Optimizations from the MSVC Compiler.
MD5: 5d86e168a6fdb9097bc09d0af0fe3052
fs2_open_3_6_14_RC5_NO-SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_14_RC5_NO-SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_14_RC5_NO-SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_14_RC5_NO-SSE.zip))
MD5: 883ef8fe619882f6c5375fa3f3893d07
What are those SSE and SSE2 builds I keep seeing everywhere?
Your answer is in this topic. (http://www.hard-light.net/forums/index.php?topic=65628.0)
(http://scp.indiegames.us/img/mac-icon.png) OS X Builds
Inferno Build
FS2_Open-3.6.14_RC5.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.14_RC5.dmg) (Mirror (http://scp.fsmods.net/builds/OSX/FS2_Open-3.6.14_RC5.dmg)) (Mirror (http://scp.indiegames.us/builds/OSX/FS2_Open-3.6.14_RC5.dmg))
MD5: fb4bf38e7dce369cfeed37fba892e21c
(http://scp.indiegames.us/img/linux-icon.png) LINUX Builds
Inferno Build
fs2_open_3.6.14_RC5.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3.6.14_RC5.tar.bz2) (Mirror (http://scp.fsmods.net/builds/LINUX/fs2_open_3.6.14_RC5.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/LINUX/fs2_open_3.6.14_RC5.tar.bz2))
MD5: 24178cdcb5acf62694e28629ce7c8a62
Source Code Export
fs2_open_3_6_14_RC5_src.tgz (http://swc.fs2downloads.com/builds/fs2_open_3_6_14_RC5_src.tgz) (Mirror (http://scp.fsmods.net/builds/fs2_open_3_6_14_RC5_src.tgz)) (Mirror (http://scp.indiegames.us/builds/fs2_open_3_6_14_RC5_src.tgz))
MD5: 6477259cfdf2acbaad183a80f8ba57c8
Changelog since the last RC:
( Additionally, see here: 3.6.13 Changelog (since 3.6.12) (http://www.hard-light.net/forums/index.php?topic=69362.0) )
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r8467 | Zacam | 2012-02-13 15:05:24 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8377; remove unnecessary warning
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r8468 | Zacam | 2012-02-13 15:07:25 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8378 + r8379 + r8381; enhancement for bug 2582: trigger animations on BOTH ships undergoing docking && docking code some more. add code logic to (theoretically) set submodels instantly to initial or final positions && Fix to Trunk r8379, for want of a ; a compile was lost.
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r8469 | Zacam | 2012-02-13 15:08:18 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8382; two new sexps, signum and trigger-submodel-animation. also, fix a smattering of missing sexp stuff from other people's commits such as argument types, validity checking, putting things in submenus, and using is_sexp_true
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r8470 | Zacam | 2012-02-13 15:09:19 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8383; Fix for mantis #0002370: ignore missing starting wing indexes during mission restart
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r8471 | Zacam | 2012-02-13 15:10:26 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8385; Fix for Mantis 2538: From Eli2, corrects for looping fade issue reported by FelixJim.
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r8472 | Zacam | 2012-02-13 15:11:17 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8388; Fix for Mantis 2521: Don't use the ship list for updating when we're in the middle of creating it.
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r8473 | Zacam | 2012-02-13 15:13:35 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8389 + r8390 + r8391 + r8392; wait until animation finishes before separating during undocking && VA says this might work? && derp fixes
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r8474 | Zacam | 2012-02-13 15:14:18 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8393; remove warning
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r8475 | Zacam | 2012-02-13 15:15:05 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8394; remove another four warnings
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r8476 | Zacam | 2012-02-13 15:15:53 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8395; Fix for mantis #0002591: add braces based on code indentation
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r8477 | Zacam | 2012-02-13 15:16:57 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8396; Vasudan Admiral's fix for the modelanim code
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r8478 | Zacam | 2012-02-13 15:17:48 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8397; tweaks
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r8479 | Zacam | 2012-02-13 15:18:36 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8398; fix Mantis #2587
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r8480 | Zacam | 2012-02-13 18:45:15 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8400; undo animations for undockings that happen from exploding or jettisoning cargo
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r8481 | Zacam | 2012-02-13 18:46:16 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8406; Fix for Mantis 2458: Initialize stuff before calling the point_to_vec function so it has the right matrices for calculation, also fixed scripted sphere drawing
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r8482 | Zacam | 2012-02-13 18:47:04 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8407; Fix for Mantis 2589: Deactivate the Special* buttons while no ship is selected
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r8483 | Zacam | 2012-02-13 18:47:58 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8412; more robust saving of dockpoint indexes (again for Mantis #2587)
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r8484 | Zacam | 2012-02-13 18:48:41 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8413; Fix for mantis #0002590: fix array overruns caused by starting wings have > MAX_WING_SLOTS ships
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r8485 | Zacam | 2012-02-13 18:49:53 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8414; Fix for Mantis #2374: Adds "+Closeup_pos:" and "+Closeup_zoom:" as entries following "$Tech Model:" for the weapons.tbl. For entries not using a dedicated $Tech Model, simply specify the $Tech Model as the same POF used in $Model to adjust Loadout Screen viewing position and zoom.
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r8486 | Zacam | 2012-02-13 18:50:53 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8416; Fix for the Fix for Mantis #2374: Had only updated the Effect 2 portion of the missionscreencommon. Don't I feel silly now. Did a little housekeeping while at it.
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r8487 | Zacam | 2012-02-13 18:52:07 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8417 + r8420; From Swifty: Alternative fix to the font distortion problem by glyph realignment at the font creation phase rather than by manipulating the draw stage. http://www.hard-light.net/forums/index.php?topic=79807.0 && Apologies to Swifty, this line change got truncated from the Font Fix.
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r8488 | Zacam | 2012-02-13 18:53:48 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8418 + r8419 + r8449; Fix for Mantis 2588: Messages without voice files now show the target brackets for at least "Message Length" * 100ms && 100ms was perhaps a bit too long. The answer is, of course, 42. Wait, what was the question...? && Don't wait for brackets for messages without a target.
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r8489 | Zacam | 2012-02-13 18:55:44 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8423 + 8424; Given how often the particle shaders are called, moving them up to the beginning of the shaders array makes sense. && Add a random offset to the thruster distortion to make thruster clusters look better.
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r8490 | Zacam | 2012-02-13 18:56:29 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8426; Fix for Mantis 2534: Separate Warp IN and OUT when checking if the thrusters are behind the clip plane and don't do any checks for the "Hyperspace" warp type
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r8491 | Zacam | 2012-02-13 18:57:17 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8427; Fix for mantis #0002593: structs containing vectors don't like being memset to zero...
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r8492 | Zacam | 2012-02-13 18:58:12 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8432; Make $FlyBySnd actually do something and allow primaries as well.
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r8493 | Zacam | 2012-02-13 18:58:51 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8436; Removing superfluous SSM alert message spawning.
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r8494 | Zacam | 2012-02-13 18:59:56 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8437 + r8438; Makes the $AliveSnd, $DeadSnd and $RotationSnd entries for subsystems work. NOTE: This will apparently not work correctly for nested subsystems. && Make the OS_SUBSYS_ROTATION sound depend on the SSF_ROTATES flag
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r8495 | Zacam | 2012-02-13 19:00:50 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8441; Removed configOverride from HudGauge class since we don't even use it.
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r8496 | Zacam | 2012-02-13 19:01:34 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8442; Fix for mantis #0002597: fix some GCC compiler warnings
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r8497 | Zacam | 2012-02-13 19:02:35 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8443; Fixed Mantis 2413. hud-set-color changes to the HUD will no longer reset when pausing or entering options menu. Introduced Color entry fields for hud_gauges.tbl.
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r8498 | Zacam | 2012-02-13 19:03:19 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8444; Minor optimization when rendering tris that do not use distortion effects and therefore do not require calling glDrawBuffers.
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r8499 | Zacam | 2012-02-13 19:04:08 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8446; Slightly relocated the triggering of $On Turret Fired hooks as well as the setting of a few weapon variables. Makes sure that the variables only get set when a weapon is actually created and that all the weapon variables have been set before the hook is triggered.
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r8500 | Zacam | 2012-02-13 19:04:51 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8447; Fixed the annoying OpenAL error messages in the log. AL_DOPPLER_FACTOR is only valid for alGet. Changed all instances to the correct alDopplerFactor.
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r8501 | Zacam | 2012-02-13 19:05:44 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8450; Mantis #2524
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r8502 | Zacam | 2012-02-13 19:06:35 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8452; From CommanderDJ: Makes MAX_SHIELD_ICONS dynamic
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r8503 | Zacam | 2012-02-13 19:07:38 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8459; Fix for Mantis 2603: Fullscreen_window window not centered.
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r8504 | Zacam | 2012-02-13 19:08:35 -0600 (Mon, 13 Feb 2012) | 1 line
Backport: Trunk r8465; Proper way to fix what was attempted in r8439. (Makes subsystem targeting brackets always get drawn in the right place in the targeting box.)
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r8508 | Zacam | 2012-02-15 02:00:02 -0600 (Wed, 15 Feb 2012) | 1 line
Backport: Trunk r8507; Reported by ni1s: GCC complaint about missing .c_str() in the updated dynamic MAX_SHIELD_ICON dynamic change.
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r8510 | Zacam | 2012-02-15 03:31:21 -0600 (Wed, 15 Feb 2012) | 1 line
According to zookeeper, Trunk r8446 relies also on Trunk r8292 and as such, should not have been backported on its own (which is causing GCC complaints). Reverting the Backport until further discussion.
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r8511 | chief1983 | 2012-02-15 10:11:18 -0600 (Wed, 15 Feb 2012) | 1 line
Backport: Trunk 8505; From CommanderDJ, fix for mantis #0002601: create constructor for player struct
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r8513 | Zacam | 2012-02-16 07:02:46 -0600 (Thu, 16 Feb 2012) | 1 line
Backport: Trunk r8512; Fixes GLSL detection to switch off GLSL support if reported GLSL version is below 1.2
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r8516 | chief1983 | 2012-02-17 13:57:53 -0600 (Fri, 17 Feb 2012) | 1 line
RC5 BUILD STAGE COMMIT: Sets Revision and Version properties to this commit version.
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r8521 | Zacam | 2012-02-19 13:17:29 -0600 (Sun, 19 Feb 2012) | 1 line
Backport: Trunk r8519; Fix for 8515: Need to init Use_GLSL earlier
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r8522 | Zacam | 2012-02-19 13:20:09 -0600 (Sun, 19 Feb 2012) | 1 line
RC5 BUILD STAGE COMMIT (Take 2): Sets Revision and Version properties to this commit version.
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r8528 | chief1983 | 2012-02-20 15:21:54 -0600 (Mon, 20 Feb 2012) | 1 line
RC5 BUILD STAGE COMMIT (Take 3): Sets Revision and Version properties to this commit version. Also fix a typo I made in fred.rc
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Ok!, testing testing :cool:
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Oooh. Didn't see this until four hours late. Downloading!
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Now that's good. Testing out.
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Are shadows / rays in this revision, and if not, what's the status on those features?
Edit: I saw upon testing that shadows / rays still haven't made a rc build for .14 What's going on with those features? It's been awhile since I heard anything about them.
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Shadows won't be in .14, they're still experimental and Valathil is working on a scripted menu interface to be able to customize settings for things like shadows in game. Someone else can give a clear answer on the rays.
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Thanks for the heads up Chief. What are the odds of taking them on and making them accessible in the launcher settings under the "experimental" menu?
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Zero, I think?
Both need some work, although they will probably be in the nightlies immediately after .14?
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Thanks again for the info. In other news, so far I've only done some minor testing but have nothing out of the ordinary to report, meaning no bugs I've found so far. No news, in that case, is good news. I'll delve a little deeper as time permits.
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HIgh res are broken, i've try back to rc1 builds and the problem remain the same.
i'll mantis that but in a 5760*1080 res , only the splash screen will show up then the game stop.
Edit : It works with the rc5 debug build
and well it now works perfectly.
That's odd i must say! :D
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:eek2: Oh you beautiful bastards, thanks for this! :v-old: :yes:
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I don't see much if any sound-related stuff in the release notes but FYI my Realtek HD Audio still hates these builds.
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probably a newb question (but since I'm like epic at asking them, here goes). do I need to redownload the shaders? I got them in the previous release and dunno if they had changes to them as well. thx!
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The shaders have the same version number and MD5 hash as the R4 shaders, so you shouldn't need to redownload them.
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Is anyone else getting an error message after the FS2 intro with BP WiH? I messed around a bit with my folders before downloading the new RC so I'm not sure if it's a result of that (most likely) or it's an issue with BP and the new RC.
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I did no such messing and I too get the 89 warnings message on starup, though so far I didn't encounter any actual problem.
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Weird effect: The orange HUD is mine but the bright lines on the cap ship are not.
My 2 ATI 4670 are 10% overclocked (GPU & VRAM), the rest (CPU, RAM & MoBo) is standard; would this be the problem? I restarted the missions and is OK, just wanted to let you know.
BTW: I maxed my settings: AA 16X with filter:Wide-tent & Samples:32X, Anisotropic filtering:16X, Catalyst A.I.:Advanced, Mipmap: Quality, AAA: Quality (and no freaking MSAA :nono:). Cats 12.2 preview
(http://i1262.photobucket.com/albums/ii620/technopredator/HLP/screen0003.jpg)
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I did no such messing and I too get the 89 warnings message on starup, though so far I didn't encounter any actual problem.
Good to hear, thanks. Yeah the campaign itself seems entirely playable.
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sound has been a little squirrely for me. for 2 missions in the retail campaign, the sound got all tinny. quieter, very little low end, and the voiced lines were kindof echo-ey (not the normal EAX or whatever makes them sound like that in mission). in the debrief/briefings, certain lines would sound like this and others would be normal. went away completely after 2 or so missions.
after i finished the campaign, i got the old "no debrief" and no cutscene. old news, but when i hovered my mouse over the exit area of the mainhall there was a GODAWFUL screech.
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the warnings are about animation name changes in bp2-shp.tbm "primary_bank" should be changed to "primary-bank" "secondary_bank" to "secondary-bank" thats it
edit: also "$type: door" to "$type: fighterbay" and "turret firing" to "turret-firing"
that fixed all errors
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the warnings are about animation name changes in bp2-shp.tbm "primary_bank" should be changed to "primary-bank" "secondary_bank" to "secondary-bank" thats it
edit: also "$type: door" to "$type: fighterbay" and "turret firing" to "turret-firing"
that fixed all errors
Is this something we should and can do? Which file is it?
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I think eventually it will have to be done, hopefully the BP team will do it. but for now you can extract the bp2-shp.tbm file from bp2-core.vp to your blueplanet2\data\tables folder and edit it yourself
be careful with the door entry. there are a lot of the word "door" in the table. most in reference to the kentauroi fighter. those are NOT the ones you want to edit.
I think the whole anim renaming is right now warning that the old names will be removed from code, but haven't yet. I'm not sure though.
changed in rev. 8379
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Ah, this is for blue planet. I guess I'll wait for an official fix then. As this project is still actively being worked on I guess there'll be one soon enough.
Plus it'll take some time until I worked myself up to this campaign. Currently I'm right at the beginning of "Shrouding the Light", which will be followed by the original FS2 campaign, then Derelict...and only then Blue Planet. :D
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I'm gonna request that something that was included for RC5, be removed. It seems that code was introduced to ensure that when using sim-speech (at least), a message will always wait until the previous message has been finished before playing. While this is nice in theory, when it comes to mission building, if one is trying to ensure that events and messages are properly timed, you often end up with the event occurring (ship A arrives), but the message warning you about it, waits it's turn before playing. I would prefer that this behavior be returned to how it was in RC4. This will allow me to properly time my messages and events.
Please.
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No, that was part of the fix to message brackets around ships and how they would disappear almost instantly unless a voice file was used. As is, the timing is (in my experiments) just right for allowing a message to be read. It's set to a certain timing per-character in the message currently. I would guess that if you are having messages in quicker succession then your players will likely not be able to read the messages.
It took a slight adjustment to some of my missions, but nothing that was too difficult. If anything, instead of being removed an override should be added. (Or use the overrides already in place, AKA Message Priority.)
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What'd be really awesome would be an addition to FRED to play the sim-speech, plus a tool to give you an estimated message length in ms.
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What'd be really awesome would be an addition to FRED to play the sim-speech, plus a tool to give you an estimated message length in ms.
Remind me of that in a couple of months time. But be warned that I've found that sim speech is almost always slower than voice acting.
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That's the idea. If a mod is intending to rely on sim-speech, then this tells the mission designer exactly how long a the sim-speech message would be. If the designer is expecting the mission/campaign to be voice-acted, then they need only estimate the message delivery time and then refine it when the voice files become available.
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What is the path for the shaders?
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Check the first post.
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the warnings are about animation name changes in bp2-shp.tbm "primary_bank" should be changed to "primary-bank" "secondary_bank" to "secondary-bank" thats it
edit: also "$type: door" to "$type: fighterbay" and "turret firing" to "turret-firing"
that fixed all errors
EDIT: Derpness, excuse me.
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Regarding these posts concerning Blue Planet debug errors. These warnings won't pop up in builds newer than RC5, they will be written to debug log only. Since these code changes do not break anything, there is little reason to release an update to fix these warnings until BP has something more substantial to update. Hence I strongly recommend to delete any modified tables once RC6 or final is released.
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The path for the shaders isn't actually in the first post of any of the Release candidates (at least it's not where the shader link is, and I'm half-blind not to see it somewhere else.)
I dug out the directory from the RC2 thread.
mediavps_3612/data/effects
Could it be included in the RC6 thread OP, please?
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Updated the RC5 OP. It'll carry over to RC6/final now as I use the previous post as a template for the next :)
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Doesn't it just go to mediavps_3612? The file already has the shaders set up in the data/effects and data/tables folders.
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I'm gonna request that something that was included for RC5, be removed. It seems that code was introduced to ensure that when using sim-speech (at least), a message will always wait until the previous message has been finished before playing. While this is nice in theory, when it comes to mission building, if one is trying to ensure that events and messages are properly timed, you often end up with the event occurring (ship A arrives), but the message warning you about it, waits it's turn before playing. I would prefer that this behavior be returned to how it was in RC4. This will allow me to properly time my messages and events.
Please.
Will this get resolved before Final?
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No, this is correct behavior. The previous behavior was a bug.
The simulated speech messages wait their turn before playing because that's what voice-acted messages do. If you have too many messages strung together in too short a time, then you should space them out, just as you should with voice-acted messages.
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You can play around with priorities. A higher priority message will always interrupt a lower-priority one. I'm assuming you are using the High priority only. Is that correct?
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No, this is correct behavior. The previous behavior was a bug.
The simulated speech messages wait their turn before playing because that's what voice-acted messages do. If you have too many messages strung together in too short a time, then you should space them out, just as you should with voice-acted messages.
I just find that this behavior makes is MORE difficult to synch up my messages. For a polished product, it wouldn't make any difference, but the creation process benefits from knowing exactly when the next message is supposed to fire. You can make a better estimate when you know at what point the previous message gets cut off.
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Faced with that same problem, what I do is play the speech in the Launcher and manually clock the time it takes to be spoken. It would obviously be more convenient if this process were more automated, but adding such a feature is planned (http://www.hard-light.net/forums/index.php?topic=80021.msg1587232#msg1587232).
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No, this is correct behavior. The previous behavior was a bug.
The simulated speech messages wait their turn before playing because that's what voice-acted messages do. If you have too many messages strung together in too short a time, then you should space them out, just as you should with voice-acted messages.
I just find that this behavior makes is MORE difficult to synch up my messages. For a polished product, it wouldn't make any difference, but the creation process benefits from knowing exactly when the next message is supposed to fire. You can make a better estimate when you know at what point the previous message gets cut off.
Why not use TopAce's approach? You should be doing this anyway as it's important if the campaign is VA'd.
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Hope all is well for the RC. Hit a bit of a snag. Over the last couple of RC builds i haven't been able to get Blue Planet running. I can typically get into a mission, but it will stop and go unresponsive in the middle of the mission. I have used the RC debug builds and it will run just fine, but quite slower than the SSE2 builds. I'm attaching the fs2 log. Its based on RC4 debug because the RC5 debug won't run. Hope some one can help, thanks for all the hard work you guys have been putting in on FSO.
[attachment deleted by a ninja]
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ERROR: Unknown Language Checksum: -1162327434
Interesting... What language is your original FS installation?
"Stop and go unresponsive" - do you mean it just freezes and does nothing anymore, or does the game continue to run but not taking inputs anymore? I'm asking because from the log you posted, it appears the mission ran correctly (with you getting shot to pieces in the end). Keep in mind that the log you post should contain the problem you're experiencing.
If RC5 debug won't run, a log from it would still be interesting; it should be generated whenever you try to run it, and we can usually figure out why it won't work. The fifth line should read "FreeSpace 2 Open version: 3.6.13.8528", that's the RC5 revision number.
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I ran the install in english. As far as the game going unresponsive, it freezes in the middle of the mission and then the program crashes. The oddity is that this only occurs when not running a debug version. When running a debug version it runs fine, albeit slowly. I am attaching a new log after having run it with RC5 debug. When I run RC5 Debug it will briefly show the splash screen and then it will go back to the desktop and goes into the debugger. After breaking into the debugger, the program stops working. hopefully the log shows this. Thanks for the help in advance guys.
[attachment deleted by a ninja]
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When I run RC5 Debug it will briefly show the splash screen and then it will go back to the desktop and goes into the debugger. After breaking into the debugger, the program stops working.
Just a side note. The debugger is a programming thing. That is, if you have your development environments 'n **** set up properly, you can break into the debugger when an error occurs and do some srs 1337 h4x0r magic to try and find the cause of the crash. If you're just a normal player playing FSO, you most likely do not have the necessary tools so you can't even use the debugger and therefore you shouldn't bother trying to break into it.
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BP has been causing issues with the current RC cycle, I thought most of it had been sorted for 5, or is it 6/final where it is going to be resolved?
edit
unless you are modding i strongly suggest using the non debug build
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Here, toss this hotfix TBM into blueplanet2/data/tables and it should work alright under RC5.
[attachment deleted by ninja]
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Hello Guys,
i have a little problem with all builds after 3.6.12 Final.
I am playing FSO with 1920*1080 Resolution. The Game running smooth but... when the chatter Video playing (top left) then the gameplay will be jerky. OK i want look what says the FPS and activates show fps in HUD. With Fps showing i have no jerky gameplay.
Then i tyred 3.6.12 Final - No issue !!! With or without Comm video played smooth gameplay.
I hope this will be fixed in 3.6.14 Final.
A i forgot this issue is only when Vsync is active (60Hz)
My Computer:
Intel Core i7 2600, 8 gig Ram, Nvidia GTX 570 (1280 MB) <--fast enough for FSO i think ;)
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Keep in mind FSO only runs on a single core.
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i have a little problem with all builds after 3.6.12 Final.
I am playing FSO with 1920*1080 Resolution. The Game running smooth but... when the chatter Video playing (top left) then the gameplay will be jerky. OK i want look what says the FPS and activates show fps in HUD. With Fps showing i have no jerky gameplay.
Then i tyred 3.6.12 Final - No issue !!! With or without Comm video played smooth gameplay.
I hope this will be fixed in 3.6.14 Final.
A i forgot this issue is only when Vsync is active (60Hz)
My Computer:
Intel Core i7 2600, 8 gig Ram, Nvidia GTX 570 (1280 MB) <--fast enough for FSO i think ;)
This sounds like it may be or be related to Bug#2417 (http://scp.indiegames.us/mantis/view.php?id=2417).
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Hey there, just downloaded the 3.6.14 RC5 files, both SSE2 and NO-SSE versions. However, the launcher (5.5g, just downloaded as well) crashes every time I try to point it to the 3.6.14 exe. Tried it with both versions as well as with debugs, still the same. Tried manually updating the launcher6.ini, still crashes. However, it works like a wonder with 3.6.12 exes. It's the first time something like this happened, so I'm kinda clueless as to what to do.
Windows XP SP2, Core2Duo E6750 2,66GHz, 2GB RAM, GeForce 9800 GT.
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Vip: Yeah, that's something people keep running into, but there should be an easy fix: make sure you have the very latest OpenAL installed, and make sure you don't have an old openal dll sitting in your fs2 directories somewhere.
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Vip: Yeah, that's something people keep running into, but there should be an easy fix: make sure you have the very latest OpenAL installed, and make sure you don't have an old openal dll sitting in your fs2 directories somewhere.
Ghh, right. I knew I forgot something. Everything's OK now. That should teach me not to update FS when I'm sleepy :P Thanks!
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RC5 on Mac 10.7 cannot go fullscreen, due to a deprecated function that SDL calls.
Latest trunk has a dedicated Xcode4 / 10.7 project file, which also includes the latest SDL v1.2.15. It can go fullscreen properly on 10.7
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I'm going to report a problem with breifing sounds and music, but I have to do more testing to figure out if it's corrupted files or not.
Also, if I wanted to get the latest exe where would I be able to find it? Would I have to compile it myself?
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I'm going to report a problem with breifing sounds and music, but I have to do more testing to figure out if it's corrupted files or not.
Also, if I wanted to get the latest exe where would I be able to find it? Would I have to compile it myself?
The latest version of the RC is in the first post of this thread. If you are talking about trunk then, yes, you need to build it yourself or ask someone else to build one for you. The trunk nightlies will resume when 3.6.14 final is released.
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I'd like to report some strange behaviour related to RC5.
Since nightlies 3.13 I've been able to have normal maps in my deplorable Mobile Intel 4 Series Express Chipset Family. Before that, they just didn't work. It kept working all the way to RC4. But since RC5 I'm back to square one, normals have no effect whatsoever.
It's not a big deal since I know my GPU is worthless. I've seen no other comments about this, so I'm pretty sure it's GPU specific and if that's the case, don't worry about it, I'll get a new computer soon. Nevertheless I thought that it may be of interest for you coders.
I've attached RC2 and RC5 debug logs. I used the exact same launcher configurations to create them.
I've tested r8095, RC2, RC4 and RC5. Normals work for all of them except RC5.
But in the end it's not a big deal... really... :nervous:
[attachment deleted by a ninja]
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This is due to better capability checking in RC5. For all intents and purposes, your card should never have tried to run the shaders, as it only reports a max OGL support of 2.0, which is below the minimum we have set for shader support (which is OpenGL 2.1).
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Strange they worked at all then when the checking was broken.
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If you are talking about trunk then, yes, you need to build it yourself or ask someone else to build one for you.
Ok. So would the process would go something like this:
download/buy a compatible compiler, get the SVN (which I already have set up), get the compiler to compile the code files together and then put the resulting files in the right place?
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This (http://www.hard-light.net/forums/index.php?topic=74840.msg1479356#msg1479356) is about helping to report bugs in special cases, but it will take you through the steps to download a free compiler, get the SVN, and build FSO.
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Thanks, I'll give it a try.