Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: chief1983 on July 30, 2012, 11:32:43 am

Title: Release 3.6.14 Release Candidate 7
Post by: chief1983 on July 30, 2012, 11:32:43 am
RC8 here. (http://www.hard-light.net/forums/index.php?topic=81804.0) Go there.
(http://scp.indiegames.us/img/irrelephant.jpg)

Aren't we getting tired of this?  Here's RC7.
Previous 3.6.14 RC6 Release Thread (http://www.hard-light.net/forums/index.php?topic=80754.0)

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:
All platforms:  wxLauncher (http://www.hard-light.net/forums/index.php?topic=67950.0) (ongoing project for a unified launcher)
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.

Known issues:


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_for_3614_August_08th.zip (http://swc.fs2downloads.com/builds/Shaders_for_3614_August_08th.zip) (Mirror (http://scp.fsmods.net/builds/Shaders_for_3614_August_08th.zip)) (Mirror (http://scp.indiegames.us/builds/Shaders_for_3614_August_08th.zip)) (Mirror (http://blueplanet.fsmods.net/E/stuff/Shaders_for_3614_August_08th.zip))
MD5: 8bd0d689fd16c681a7710400352b8f68

(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_RC7.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_14_RC7.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_14_RC7.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_14_RC7.zip))
This one is based on the SSE2 Optimizations from the MSVC Compiler.
MD5: 03f07b92bc4836f55e34e30e4b0900c7

fs2_open_3_6_14_RC7_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_14_RC7_SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_14_RC7_SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_14_RC7_SSE.zip))
This one is based on the SSE Optimizations from the MSVC Compiler.
MD5: 249cf209ea07e8972343061aa01c6c1f

fs2_open_3_6_14_RC7_NO-SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_14_RC7_NO-SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_14_RC7_NO-SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_14_RC7_NO-SSE.zip))
MD5: 0214fc11649d0da643238a434a643c9e

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_RC7.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.14_RC7.dmg) (Mirror (http://scp.fsmods.net/builds/OSX/FS2_Open-3.6.14_RC7.dmg)) (Mirror (http://scp.indiegames.us/builds/OSX/FS2_Open-3.6.14_RC7.dmg))
MD5: 407c7c38c58a5b3ea0e223ee083ce089


(http://scp.indiegames.us/img/linux-icon.png) LINUX Builds

Inferno Build
fs2_open_3.6.14_RC7.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3.6.14_RC7.tar.bz2) (Mirror (http://scp.fsmods.net/builds/LINUX/fs2_open_3.6.14_RC7.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/LINUX/fs2_open_3.6.14_RC7.tar.bz2))
MD5: 0d20e6f0229c6ab2290c29c4e4eb2265

Source Code Export
fs2_open_3_6_14_RC7_src.tgz (http://swc.fs2downloads.com/builds/fs2_open_3_6_14_RC7_src.tgz) (Mirror (http://scp.fsmods.net/builds/fs2_open_3_6_14_RC7_src.tgz)) (Mirror (http://scp.indiegames.us/builds/fs2_open_3_6_14_RC7_src.tgz))
MD5: 95c99013d1773cfe48852d43cb67b237


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) )
Code: [Select]
------------------------------------------------------------------------
r8925 | Zacam | 2012-07-01 19:48:19 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8696; Fix a bug that caused bombs to be indestructible by the player for much longer than they should be according to the table settings given.
------------------------------------------------------------------------
r8926 | Zacam | 2012-07-01 19:50:01 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8740/8741; Use CLAMP utility macro in lighting.cpp
------------------------------------------------------------------------
r8927 | Zacam | 2012-07-01 19:51:02 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8751; Change this little piece of code to avoid a potentially very baffling null pointer dereference later on
------------------------------------------------------------------------
r8928 | Zacam | 2012-07-01 19:52:02 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8758; From CommanderDJ: Fix for mantis #0002646
------------------------------------------------------------------------
r8929 | Zacam | 2012-07-01 19:52:53 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8771; Fix for Mantis 2606: Local SSMs fired in swarm may cause propagating NaN errors
------------------------------------------------------------------------
r8930 | Zacam | 2012-07-01 19:55:58 -0500 (Sun, 01 Jul 2012) | 2 lines

Backport: Trunk r8772/8870; Partial fix for 2410: Fixes Directive gauge ignoring hud-disable-except messages
Fix for last bit of mantis #2410: show training messages when hud-disabled-except-messages
------------------------------------------------------------------------
r8931 | Zacam | 2012-07-01 19:56:56 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8773; supernova-stop sexp, written by CommanderDJ
------------------------------------------------------------------------
r8932 | Zacam | 2012-07-01 19:57:48 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8782: other people than me deprecate sexps now
------------------------------------------------------------------------
r8933 | Zacam | 2012-07-01 19:59:43 -0500 (Sun, 01 Jul 2012) | 3 lines

Backport: Trunk r8784/8785/8786; add capability to specify different nested default colors
make the closing color span brace be $} instead of $c}
if we are ignoring whitespace and we encounter a newline, don't eat it
------------------------------------------------------------------------
r8934 | Zacam | 2012-07-01 20:00:31 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8788; Fixes #2624.  The sound environment should now track the camera correctly.
------------------------------------------------------------------------
r8935 | Zacam | 2012-07-01 20:01:14 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8789; From jg18: Allow FSO to actually fetch the max anisotropy value rather than hard capping at 2.0.
------------------------------------------------------------------------
r8936 | Zacam | 2012-07-01 20:02:07 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8795; Niffiwan's fix for 2590 seems to have introduced a bug of it's own. Easy enough to fix it though.
------------------------------------------------------------------------
r8937 | Zacam | 2012-07-01 20:03:41 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8801; Fix for mantis 2411: allow repeated messages to play head anis
------------------------------------------------------------------------
r8938 | Zacam | 2012-07-01 20:04:21 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8802; Fix for mantis 2655: play messages at least until head ani finishes
------------------------------------------------------------------------
r8939 | Zacam | 2012-07-01 20:04:53 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8803; save a tiny amount of RAM when creating BMP_AABITMAP bitmaps
------------------------------------------------------------------------
r8940 | Zacam | 2012-07-01 20:05:27 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8804; GCC: remove trivial warning: multi-line comment [-Wcomment]
------------------------------------------------------------------------
r8941 | Zacam | 2012-07-01 20:06:11 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8805; Documentation for head-ani's && messages
------------------------------------------------------------------------
r8942 | Zacam | 2012-07-01 20:07:16 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8806; restore code that was inadvertently deleted, fixing Mantis #2478
------------------------------------------------------------------------
r8943 | Zacam | 2012-07-01 20:07:52 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8807; if a movie fails to play, give back the mouse cursor
------------------------------------------------------------------------
r8944 | Zacam | 2012-07-01 20:10:30 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8812; restrict multi-editing for Mantis #1681
------------------------------------------------------------------------
r8945 | Zacam | 2012-07-01 20:11:14 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8813; fix for Mantis #2117 (dock names with trailing spaces cause errors)
------------------------------------------------------------------------
r8946 | Zacam | 2012-07-01 20:12:29 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8830; Mantis 2419: add a new ETS gauge that behaves like the retail one
------------------------------------------------------------------------
r8947 | Zacam | 2012-07-01 20:13:42 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8844; Fix Evil Turret Bug of Doom. :)
------------------------------------------------------------------------
r8948 | Zacam | 2012-07-01 20:15:09 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8845; As requested and tested by VA, bumping MAX_INSTANCE_DEPTH to 10
------------------------------------------------------------------------
r8949 | Zacam | 2012-07-01 20:16:29 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8847; From CommanderDJ: Fix for Mantis 2663 (hud-set-color only works once per mission)
------------------------------------------------------------------------
r8950 | Zacam | 2012-07-01 20:17:58 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8848; Mastadon's fix to make auto-target pick the nearest enemy ship instead of the nearest ship attacking the player.
------------------------------------------------------------------------
r8951 | Zacam | 2012-07-01 20:18:52 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8865; parentheses are A-1 SUPAR
------------------------------------------------------------------------
r8952 | Zacam | 2012-07-01 20:21:44 -0500 (Sun, 01 Jul 2012) | 4 lines

Backport: Trunk r8456/8866/8867/8868; Made subsystems contain an objnum reference to their parent ship.
fix some aspects of homing (pun not intended), including hopefully Mantis #2652
remove the vestiges of free_flight_time, which never worked
remove the unnecessary null sets
------------------------------------------------------------------------
r8953 | Zacam | 2012-07-01 20:22:20 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8869; Valathil's fix for Mantis #2652
------------------------------------------------------------------------
r8954 | Zacam | 2012-07-01 20:22:55 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8871; Fix for Mantis 2631: Take the main hall of first mission of the fallback campaign as the current one and save the campaign to the pilot struct.
------------------------------------------------------------------------
r8955 | Zacam | 2012-07-01 20:23:42 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8892; Fix for Mantis 2665: Include Player Ship's in the search for valid Message Sources
------------------------------------------------------------------------
r8956 | Zacam | 2012-07-01 20:24:29 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8894; since the if() block already checks for a specific gauge type, we can safely do the static_cast
------------------------------------------------------------------------
r8957 | Zacam | 2012-07-01 20:25:04 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8899; From CommanderDJ: Fix for Mantis 2657 (Alt-Shift-E does not clear escort list)
------------------------------------------------------------------------
r8958 | Zacam | 2012-07-01 20:25:42 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8900; Fix for mantis #2666: call the new HUD renderBitmap function for the red alert notification background image
------------------------------------------------------------------------
r8959 | Zacam | 2012-07-01 20:26:25 -0500 (Sun, 01 Jul 2012) | 2 lines

Backport: Trunk r8901; restore retail behavior for chaining by reverting r8603 -- this fixes Mantis #2667
also add descriptive comment in header file
------------------------------------------------------------------------
r8960 | Zacam | 2012-07-01 20:27:03 -0500 (Sun, 01 Jul 2012) | 2 lines

Backport: Trunk r8902; synchronize the ship classes that evade shockwaves
(this fixes Mantis #2548)
------------------------------------------------------------------------
r8961 | Zacam | 2012-07-01 20:28:34 -0500 (Sun, 01 Jul 2012) | 3 lines

Backport: Trunk r8903/8906/8911; Fix for Mantis 2670: Truncate tokens to their maximum length and pop up a MessageBox for the user.
Fix for Mantis 2670: Followup: Fix the bug without breaking mission parsing.
fine-tune Valathil's error message
------------------------------------------------------------------------
r8962 | Zacam | 2012-07-01 20:29:03 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8904; No warnings for release linux builds.
------------------------------------------------------------------------
r8963 | Zacam | 2012-07-01 20:29:39 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8909; Fix for Mantis 2671: Skip submodels that have been blown off in ship-ship collisions.
------------------------------------------------------------------------
r8964 | Zacam | 2012-07-01 20:30:11 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8912; CommanderDJ's fix for Mantis #2628
------------------------------------------------------------------------
r8965 | Zacam | 2012-07-01 20:45:47 -0500 (Sun, 01 Jul 2012) | 8 lines

Backport: Trunk r8914/8918/8921/8922/8923/8924;
fix the old Volition bug where a docked ship would execute its default behavior even when the preceding comment explicitly said that it should "just sit here" :-/
also guard against a few edge cases related to this (Mantis 945)
this should fix all of the issues with docked fighters and bombers (Mantis 945)
looks like this was never actually implemented!
add more error checking for initially docked ships, per Mantis (Mantis 1658)
make the dock leader code more robust, and make FRED mark dock leaders in wings correctly
follow-up to r8922: this part isn't actually a problem
------------------------------------------------------------------------
r8966 | Zacam | 2012-07-01 20:46:24 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8917; fix for Mantis #2673, following Valathil's detective work
------------------------------------------------------------------------
r8969 | Zacam | 2012-07-01 21:51:11 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8967; wings that are initially docked will now arrive in mission correctly
------------------------------------------------------------------------
r8970 | Zacam | 2012-07-01 21:51:52 -0500 (Sun, 01 Jul 2012) | 1 line

Backport: Trunk r8968; CommanderDJ's set-player-throttle-speed
------------------------------------------------------------------------
r8984 | Zacam | 2012-07-04 14:47:18 -0500 (Wed, 04 Jul 2012) | 3 lines

Backport: Trunk r8971; fix TD2192...
[derp, wrong game]
fix Mantis #2192, EMP brings play-dead fighters back to life
------------------------------------------------------------------------
r8985 | Zacam | 2012-07-04 14:48:02 -0500 (Wed, 04 Jul 2012) | 1 line

Backport: Trunk r8972; fix Mantis #1972: hotkey brackets are drawn around stealth ships
------------------------------------------------------------------------
r8986 | Zacam | 2012-07-04 14:48:33 -0500 (Wed, 04 Jul 2012) | 1 line

Backport: Trunk r8974; fix for Mantis #2179, proper afterburner shutdown
------------------------------------------------------------------------
r8987 | Zacam | 2012-07-04 14:50:13 -0500 (Wed, 04 Jul 2012) | 1 line

Backport: Trunk r8975; Zacam's fix for Mantis #2396
------------------------------------------------------------------------
r8988 | Zacam | 2012-07-04 14:50:42 -0500 (Wed, 04 Jul 2012) | 2 lines

Backport: Trunk r8976; attacking a protected target will remove its protected flag, so don't allow this if hit by EMP
(Mantis #2192)
------------------------------------------------------------------------
r8989 | Zacam | 2012-07-04 14:51:14 -0500 (Wed, 04 Jul 2012) | 1 line

Backport: Trunk r8977; this is the equivalent of r8975 for FRED (Mantis #2676)
------------------------------------------------------------------------
r8990 | Zacam | 2012-07-04 14:51:42 -0500 (Wed, 04 Jul 2012) | 2 lines

Backport: Trunk r8978; fix a rather important variable initialization
(follow-up to r8967)
------------------------------------------------------------------------
r8991 | Zacam | 2012-07-04 14:52:16 -0500 (Wed, 04 Jul 2012) | 1 line

Backport: Trunk r8979; Linux release compilation back to using -Wall, but with -Wno-write-strings
------------------------------------------------------------------------
r8992 | Zacam | 2012-07-04 14:53:43 -0500 (Wed, 04 Jul 2012) | 1 line

Backport: Trunk r8982; replace variables in recommendations too
------------------------------------------------------------------------
r8993 | Zacam | 2012-07-04 14:59:47 -0500 (Wed, 04 Jul 2012) | 1 line

Backstep: Reverting Backport of Trunk r8982 which in trunk operates on the SCP_STringification which was not backported.
------------------------------------------------------------------------
r8994 | Goober5000 | 2012-07-04 15:08:57 -0500 (Wed, 04 Jul 2012) | 1 line

Manual backport due to differing implementation: Trunk r8982; replace variables in recommendations too
------------------------------------------------------------------------
r9005 | chief1983 | 2012-07-09 13:38:24 -0500 (Mon, 09 Jul 2012) | 1 line

Backport Xcode4 project from trunk, removing the mod_table files from the project.
------------------------------------------------------------------------
r9033 | Zacam | 2012-07-23 20:37:42 -0500 (Mon, 23 Jul 2012) | 1 line

Backport: Trunk 8995; Fix number 3 for mantis #2590 - move array overflow detection to correct place in loops
------------------------------------------------------------------------
r9034 | Zacam | 2012-07-23 20:39:59 -0500 (Mon, 23 Jul 2012) | 1 line

Backport: Trunk 8999; Fix for Mantis 2682: extra glowpoints are rendered for targeted ships
------------------------------------------------------------------------
r9035 | Zacam | 2012-07-23 21:13:07 -0500 (Mon, 23 Jul 2012) | 1 line

Backport: Trunk r9000; niffiwan's fix for Mantis #2681
------------------------------------------------------------------------
r9036 | Zacam | 2012-07-23 21:14:44 -0500 (Mon, 23 Jul 2012) | 1 line

Backport: Trunk r9001; revert r8975 because this fix adds unwanted diagonal lines to the jump node model (Mantis #2396)
------------------------------------------------------------------------
r9037 | Zacam | 2012-07-23 21:15:20 -0500 (Mon, 23 Jul 2012) | 1 line

Backport: Trunk r9002; also revert the "nohtl" part of r8977 for FRED (Mantis #2676) because no-HTL models shouldn't use HTL rendering
------------------------------------------------------------------------
r9038 | Zacam | 2012-07-23 21:23:44 -0500 (Mon, 23 Jul 2012) | 4 lines

Backport: Trunk r9003; in the interest of avoiding mysterious and subtle differences in AI behavior, restore retail behavior where:
a) the player's wing forms on him at mission start
b) wings in the Starting_wings list will form on the player if they arrive later in the mission
c) no other wing automatically forms on its leader
------------------------------------------------------------------------
r9039 | Zacam | 2012-07-23 22:06:19 -0500 (Mon, 23 Jul 2012) | 1 line

Backport: Trunk 9004; add the mission cutscene save type, per Karajorma and MjnMixael
------------------------------------------------------------------------
r9040 | Zacam | 2012-07-23 22:07:15 -0500 (Mon, 23 Jul 2012) | 1 line

Backport: Trunk r9009; Target direction arrow properly disappears when target is placed under reticle. Fixes Mantis 2504.
------------------------------------------------------------------------
r9041 | Zacam | 2012-07-23 22:08:07 -0500 (Mon, 23 Jul 2012) | 1 line

Backport: Trunk r9010; check to make sure a wing that has a player does not also have an arrival delay (Mantis #2678)
------------------------------------------------------------------------
r9042 | Zacam | 2012-07-23 22:08:53 -0500 (Mon, 23 Jul 2012) | 1 line

Backport: Trunk r9014; this really ought to be a Warning, not an Error
------------------------------------------------------------------------
r9043 | Zacam | 2012-07-23 22:09:43 -0500 (Mon, 23 Jul 2012) | 2 lines

Backport: Trunk r9015; add four useful sexps: set-arrival-info, set-departure-info, set-debriefing-toggled, set-subspace-drive
also, fix a hole in the oswpt routine (and a few sexps) dealing with wings that weren't present yet
------------------------------------------------------------------------
r9044 | Zacam | 2012-07-23 22:11:11 -0500 (Mon, 23 Jul 2012) | 1 line

Backport: Trunk r9018; prevent ships with mismatched models and tables from causing crashes later on (Mantis #2689)
------------------------------------------------------------------------
r9045 | Zacam | 2012-07-23 22:19:20 -0500 (Mon, 23 Jul 2012) | 1 line

Backport: Trunk r8910; Changing glowpoint rendering from being a separate step during model rendering to being a part of the batch renderer. This makes glowpoint rendering much faster. (Required for r9026/r9031 backports)
------------------------------------------------------------------------
r9046 | Zacam | 2012-07-23 22:19:54 -0500 (Mon, 23 Jul 2012) | 1 line

Backport: Trunk r9026; Corrected glow point directional attenuation. Need to use world coordinates of glow points, not local.
------------------------------------------------------------------------
r9047 | Zacam | 2012-07-23 22:21:22 -0500 (Mon, 23 Jul 2012) | 1 line

Backport: Trunk r9031; Fixed glow points in the Tech Room.
------------------------------------------------------------------------
r9048 | Zacam | 2012-07-23 22:31:11 -0500 (Mon, 23 Jul 2012) | 1 line

Backport: Trunk r9027; [Modified] update SCP credits
------------------------------------------------------------------------
r9050 | Zacam | 2012-07-23 22:50:45 -0500 (Mon, 23 Jul 2012) | 1 line

Revert Backport's of r8910/9026/9031.
------------------------------------------------------------------------
r9053 | Zacam | 2012-07-24 21:56:54 -0500 (Tue, 24 Jul 2012) | 1 line

Backport: Trunk r9052; Fix 4 for #2590: don't use "j" when its value could be greater than the array size - thanks to Zacam & Goober for finding this
------------------------------------------------------------------------
r9054 | Zacam | 2012-07-24 22:08:50 -0500 (Tue, 24 Jul 2012) | 1 line

Mantis 2266: Take3 RC Branch Patch for "dense soundscapes cause sounds to intermittently not play." Patch by IssMneur.
------------------------------------------------------------------------
r9055 | Zacam | 2012-07-24 22:41:04 -0500 (Tue, 24 Jul 2012) | 1 line

RC7 BUILD STAGE COMMIT: Sets Revision and Version properties to this commit version.
------------------------------------------------------------------------
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Goober5000 on July 30, 2012, 12:49:10 pm
We need people to test this release candidate to verify that bug 2266 (http://scp.indiegames.us/mantis/view.php?id=2266) has been fixed.

Also, barring any show-stoppers, 3.6.14 final will be almost identical to RC7.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: headdie on July 30, 2012, 12:52:25 pm
windows SEE2 exes are labelled RC6 The main screen and the log reports version 3.6.13.9055
Title: Re: Release 3.6.14 Release Candidate 7
Post by: chief1983 on July 30, 2012, 12:54:13 pm
Working on that, there'll be updated Win builds with proper filenames shortly.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Yarn on July 30, 2012, 03:05:38 pm
I can't extract the Windows SSE2 builds; Windows tells me that the zip file is invalid, and 7-Zip gives me errors if I try to extract the files. The same is true for the no-SSE version. The SSE version seems to extract properly, however.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: chief1983 on July 30, 2012, 04:18:33 pm
Stupid passive mode didn't work and I corrupted the new files apparently.  Redid the rename from the files I'd trashed, uploading fixed ones now.  I'll test when I sync to the other mirrors this time.

edit:  And all the Windows builds should be correctly named and functioning now on all mirrors.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: AV8R on July 30, 2012, 08:03:04 pm
Ok, just tried this out on Apocalypse and found a few issues:

1) My ETS display has doubled on my screen (there are 2 ETS displays overlapping each other - 1 large, 1 small)
2) There is a heck of a lot of sound clipping:
   a) Afterburner - Initial explosive sound clips, rest of the burn sounds normal.
   b) Circe weapon - Every other shot clips.
   c) Enemy Explosions - If there are a lot at once, they clip.

I'll report any more if I find them.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: z64555 on July 30, 2012, 08:05:43 pm
Ok, just tried this out on Apocalypse and found a few issues:

1) My ETS display has doubled on my screen (there are 2 ETS displays overlapping each other - 1 large, 1 small)
2) There is a heck of a lot of sound clipping:
   a) Afterburner - Initial explosive sound clips, rest of the burn sounds normal.
   b) Circe weapon - Every other shot clips.
   c) Enemy Explosions - If there are a lot at once, they clip.

I'll report any more if I find them.

The sound clipping: is this happening during dense soundscapes (meaning, when there's a whole bunch of sounds playing at once)?
Title: Re: Release 3.6.14 Release Candidate 7
Post by: AV8R on July 30, 2012, 08:14:59 pm
I wasn't even in battle at the moment (I just warped in and hit my afterburners to get to the bombers), so I don't think its a sound overload issue. Every afterburner hit clips the initial explosive sound. My sound hardware is a Realtek 892.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Iss Mneur on July 30, 2012, 09:00:41 pm
AV8R, could you please record (perferribly video) this clipping?  Can you also please post a log.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: AV8R on July 30, 2012, 09:05:22 pm
Suggestions on how to do that on Windows 7 (without installing extra software)?

Log is coming.....
Title: Re: Release 3.6.14 Release Candidate 7
Post by: AV8R on July 30, 2012, 09:14:23 pm
Crap! XP used to have a sound recorder you could make WAV files with - I don't see an equivalent on Windows 7. Suggestions?
Title: Re: Release 3.6.14 Release Candidate 7
Post by: AV8R on July 30, 2012, 09:17:24 pm
Here's the RC7 debug log:

There was a significant crash as the Apocalyse mission started.

[attachment deleted by a ninja]
Title: Re: Release 3.6.14 Release Candidate 7
Post by: AV8R on July 30, 2012, 09:24:08 pm
Tried mission again with RC6 and sound/ETS visuals were fine. Something was introduced with RC7.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Iss Mneur on July 30, 2012, 09:31:57 pm
No idea how to do it without installing software.

I would suggest doing it with the trial of FRAPS or for audio only, Audacity should work fine.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Alan Bolte on July 30, 2012, 09:47:59 pm
Crap! XP used to have a sound recorder you could make WAV files with - I don't see an equivalent on Windows 7. Suggestions?
My install of Win7 has a Sound Recorder. Only seems to want to save as WMA though.

Something pretty odd has happened to the sounds. No clipping that I've noticed, but hitting the afterburners consistently interrupts and stops voice messages or subspace sounds. I also feel like it's too easy to hear sounds from very far away.

I double checked RC6 - the only problem with sound on that release that I noticed was that beams are always in my left ear or right, never both - the transition can be jarring.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: AV8R on July 30, 2012, 09:55:50 pm
Then WMA it is.... (in ZIP format to upload)

Here's a recording of the beginning of the Apocalypse battle - notice how the afterburner explosion clips and when the Circe of fired with the Kayser how the Circe's sound is also clipped.

[attachment deleted by a ninja]
Title: Re: Release 3.6.14 Release Candidate 7
Post by: AV8R on July 30, 2012, 10:06:04 pm
Ok, that was a bust - the audio file is blank. Can't figure out how to get Sound Recorder to record system sounds....
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Alan Bolte on July 30, 2012, 10:12:01 pm
I have to set my playback device to speaker, and my recording device to stereo mix, though IIRC I had to enable stereo mix in some way in order for it to show up.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: z64555 on July 30, 2012, 10:13:15 pm
Just go with FRAPS, it's a pretty straight forward install and fairly easy to work with.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: AV8R on July 30, 2012, 10:24:52 pm
Ok, figured it out. Here's the audio file:

[attachment deleted by a ninja]
Title: Re: Release 3.6.14 Release Candidate 7
Post by: niffiwan on July 30, 2012, 10:29:30 pm
Ok, just tried this out on Apocalypse and found a few issues:

1) My ETS display has doubled on my screen (there are 2 ETS displays overlapping each other - 1 large, 1 small)
2) There is a heck of a lot of sound clipping:
   a) Afterburner - Initial explosive sound clips, rest of the burn sounds normal.
   b) Circe weapon - Every other shot clips.
   c) Enemy Explosions - If there are a lot at once, they clip.

I'll report any more if I find them.

For 1) - see this thread: http://www.hard-light.net/forums/index.php?topic=81213.0.  It's a simple change to your hud gauge table (in fact, the one I sent you earlier & you updated probably has the entry there already, just commented out)
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Iss Mneur on July 30, 2012, 10:43:24 pm
 I can confirm AV8R's bug sound bug.  The afterburners (and appently only the afterburners) will cause the voices to cut out. It is not specific to the "Apocalypse" mission (I can confirm that it affects "Monster in the Mist" as well.

EDIT: It is also confirmed that it is not a porting error as the bug also appears in the test patch in the mantis ticket.

I have no idea about the ASSERTION that is in the log that AV8R's debug log.  Are you able to replicate that and what are you having to do to cause it?
Code: [Select]

Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_RED_ALERT (44)
Entering game at time =  38.931
bm_get_info - cursorweb.ani: bm_bitmaps[0].handle = 9500, handle = 0
ASSERTION: "bm_bitmaps[bitmapnum].handle == handle" at bmpman.cpp:1078
 Invalid bitmap handle 0 passed to bm_get_info().
This might be due to an invalid animation somewhere else.

Int3(): From c:\code\fs2_open_3_6_14_rc7\code\globalincs\windebug.cpp at line 967
Title: Re: Release 3.6.14 Release Candidate 7
Post by: jr2 on July 30, 2012, 11:33:05 pm
For recording audio only, you can use Audiograbber (http://www.audiograbber.org/) (be sure to grab the LAME MP3 encoder installer listed beside the Audiograbber download -- use Audiograbber's line in recorder <File -> Line-in sampling>, but you still have to set recording source to Stereo Mix:)


Quote from: http://www.roemersoftware.com/vista-recording-problem.html
Windows 7 and Vista Recording Problems

If you are having trouble recording sounds in Windows 7 or Vista, please read this information:

To be able to record audio in Windows 7 or Vista, you will have to make changes to its Default Sound Configuration / Setup.

Before making changes in 7 or Vista's sound set up, in Easy Hi-Q Recorder's Options, you will only see Master Volume available in the Input Source drop down box. You need to have more Input Source selections available to be able to record the sounds of your choice, such as: Stereo Mix or What U Hear for streaming, Microphone, Line In, etc.

Windows 7 and Vista Recording Input Source selections for recording streaming audio, sound from media players or just about anything you can hear coming through your speakers are Hidden from view and Disabled by Default.

If your sound card/system supports recording streaming audio Input Source selections such as: Stereo Mix, What U Hear, Wave Out Mix, Wave or a similar selection, here's what you need to do to Enable it for recording:

Right-Click on your Speaker Icon in your System Tray, (near your clock), select "Recording Devices".

(You can also access these settings via Control Panel, Hardware and Sound, Sound).

In the Sound window that opens, near the top, select the "Recording" TAB.

Move your cursor down to where devices are shown.

Right-Click in the blank white area and select "Show Disabled Devices".
{{most of you can probably take it from here ~jr2}}
If supported, new selections will appear such as: Stereo Mix, What U Hear, etc. Right-Click on "Stereo Mix", "What U Hear" or similar and select "Enable".

Right-Click on the same item again and select "Set as Default Device". Click OK.

Now in the recorder's Options in the "Input Source" box, you should have the "Stereo Mix", "What U Hear" or similar source available to select for recording streaming, etc.

(You can also Enable other hidden selections like Microphone, Line In, etc. if they are not already shown).

If the "Stereo Mix" type device did Not show up in the "Sound" window when right-clicking and selecting Show Disabled Devices, it may indicate that you have Integrated Sound, and recording streaming, etc. is Not supported. In that case (on a Desktop PC), installing a sound card into an available slot should solve the problem.

If you're using a Laptop or a Notebook and aren't able to get your preferred Input Sources showing, that is hard to resolve. The best thing to do in that case is to contact the manufacturer to see what they can recommend.

If your laptop has a PCMCIA slot, We have read on forums that it might be possible to use a PCMCIA sound card to resolve the problem but haven't been able to test that yet.

(Sometimes downloading and installing your sound card manufacturer's latest drivers can add additional sources like What-U-Hear, Stereo Mix, etc. Also, some users have reported that "downgrading" drivers to older versions have helped them instead of "upgrading").

As a last resort, you can use a mini-plug Stereo-to-Stereo cable plugged in from Headphone/Speaker Out to Line-In or if Line-In is not available you can use a Stereo-to-Mono cable plugged in from Headphone/Speaker Out to Microphone In.

Then select the appropriate Input Source in the recorder's Options: Line-In or Microphone.

When using the cable connection method, make sure to start with very Low volume settings so you don't damage your sound card.

(And some users have reported that using the "cable" method into Line-In activated and enabled the previously unavailable "Stereo Mix" Input Source).

(FYI: We have been getting reports that external USB and Firewire sound cards do not work with our recorders.)


BTW, Audiograbber is a freeware CD-Ripping (with CD track name look-up), line-in sampling (with scheduler for track splits), track / CD audio normalizing, MP3/AAC/etc program.  It's awesome.  ;)
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Iss Mneur on July 31, 2012, 12:43:01 am
I can confirm AV8R's bug sound bug.  The afterburners (and appently only the afterburners) will cause the voices to cut out. It is not specific to the "Apocalypse" mission (I can confirm that it affects "Monster in the Mist" as well.

EDIT: It is also confirmed that it is not a porting error as the bug also appears in the test patch in the mantis ticket.
Bug fixed.  Patch attached to 2266 against RC7.  On to the next bugs.  Thank you AV8R.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: niffiwan on July 31, 2012, 05:53:44 am
I have no idea about the ASSERTION that is in the log that AV8R's debug log.  Are you able to replicate that and what are you having to do to cause it?
Code: [Select]

Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_RED_ALERT (44)
Entering game at time =  38.931
bm_get_info - cursorweb.ani: bm_bitmaps[0].handle = 9500, handle = 0
ASSERTION: "bm_bitmaps[bitmapnum].handle == handle" at bmpman.cpp:1078
 Invalid bitmap handle 0 passed to bm_get_info().
This might be due to an invalid animation somewhere else.

Int3(): From c:\code\fs2_open_3_6_14_rc7\code\globalincs\windebug.cpp at line 967

I've got one similar to this as well while I was playing the BTA Demo, 1st mission.  I'll keep testing to see if I can find a cause...

Code: [Select]
ASSERTION: "num == bm_bitmaps[n].handle" at bmpman.cpp:2507
Title: Re: Release 3.6.14 Release Candidate 7
Post by: AV8R on July 31, 2012, 07:38:51 am
For 1) - see this thread: http://www.hard-light.net/forums/index.php?topic=81213.0.  It's a simple change to your hud gauge table (in fact, the one I sent you earlier & you updated probably has the entry there already, just commented out)

Ah ha! I remember seeing that in the table file you sent me.... I'll just plug it into my customized table file.

Thanks!  :yes:
Title: Re: Release 3.6.14 Release Candidate 7
Post by: AV8R on July 31, 2012, 07:39:45 am
I can confirm AV8R's bug sound bug.  The afterburners (and appently only the afterburners) will cause the voices to cut out. It is not specific to the "Apocalypse" mission (I can confirm that it affects "Monster in the Mist" as well.

EDIT: It is also confirmed that it is not a porting error as the bug also appears in the test patch in the mantis ticket.
Bug fixed.  Patch attached to 2266 against RC7.  On to the next bugs.  Thank you AV8R.

You're welcome. Glad I could help.  :)
Title: Re: Release 3.6.14 Release Candidate 7
Post by: zookeeper on July 31, 2012, 04:57:48 pm
I have no idea about the ASSERTION that is in the log that AV8R's debug log.  Are you able to replicate that and what are you having to do to cause it?
Code: [Select]

Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_RED_ALERT (44)
Entering game at time =  38.931
bm_get_info - cursorweb.ani: bm_bitmaps[0].handle = 9500, handle = 0
ASSERTION: "bm_bitmaps[bitmapnum].handle == handle" at bmpman.cpp:1078
 Invalid bitmap handle 0 passed to bm_get_info().
This might be due to an invalid animation somewhere else.

Int3(): From c:\code\fs2_open_3_6_14_rc7\code\globalincs\windebug.cpp at line 967

I've got one similar to this as well while I was playing the BTA Demo, 1st mission.  I'll keep testing to see if I can find a cause...

Code: [Select]
ASSERTION: "num == bm_bitmaps[n].handle" at bmpman.cpp:2507

I've been hunting that bug for quite a while now, and like to think I'm getting close to finding the penultimate cause for it. However, I'd be interested in hearing the following:

1. When does it happen? During a mission, when loading a mission, when restarting a mission, sometime else?

2. Do you have the "Cache bitmaps between missions" launcher flag (in the Game Speed list) on or off? For me, it only happens when it's off.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: AV8R on July 31, 2012, 05:43:01 pm
FYI, I got that log entry with the Cache Bitmaps flag on.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: AV8R on July 31, 2012, 05:46:09 pm
BTW, have the RC7 exe's been recomplied with the audio bug fix or will the link still download the original RC7 with the bug?
Title: Re: Release 3.6.14 Release Candidate 7
Post by: mjn.mixael on July 31, 2012, 05:56:32 pm
Please stop double posting. There is an Edit Post button.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: AV8R on July 31, 2012, 06:04:00 pm
Sorry. I thought the edit button was for fixing spelling/grammatical errors....  ;)

EDIT: How's this?
Title: Re: Release 3.6.14 Release Candidate 7
Post by: chief1983 on July 31, 2012, 06:36:55 pm
Fine. And no, they haven't been recompiled.  I may try to build and upload a windows no-sse debug build and attach it to that bug tonight.  But uploading is slow for me from my home windows PC, over a phone tether.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: AV8R on July 31, 2012, 07:40:45 pm
Understood. Phone tether? Wow, you must be in the middle of nowhere - that sux.

1983 - the year I graduated high school. It was a very good year, indeed.  :D
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Iss Mneur on July 31, 2012, 09:46:21 pm
Sorry, I didn't have time last night to build and upload a build.


The build can by found here,  I have linked a RC7 build with the fix in the mantis ticket.  Or you can here (https://www.box.com/shared/0586fed47e1963ece31d).

Also, a work around for those that don't want or can't use my build, in the options menu, if you turn the voice volume up to max and set the other two somewhere lower the clipping does not happen.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: niffiwan on August 01, 2012, 05:19:07 am
I've got one similar to this as well while I was playing the BTA Demo, 1st mission.  I'll keep testing to see if I can find a cause...

Code: [Select]
ASSERTION: "num == bm_bitmaps[n].handle" at bmpman.cpp:2507


I've been hunting that bug for quite a while now, and like to think I'm getting close to finding the penultimate cause for it. However, I'd be interested in hearing the following:

1. When does it happen? During a mission, when loading a mission, when restarting a mission, sometime else?

2. Do you have the "Cache bitmaps between missions" launcher flag (in the Game Speed list) on or off? For me, it only happens when it's off.

1) It occurred during the mission, and I think I was ordering drones around (as individual ships, not as wings).  I wasn't able to reproduce the issue after several attempts.

2) I had "Cache bitmaps between missions" off.

Title: Re: Release 3.6.14 Release Candidate 7
Post by: chief1983 on August 01, 2012, 10:26:01 am
Thanks IssMneur, I didn't get around to making a build because a poker game came up.  I won $25 on a $5 buy-in :)

And the phone tether isn't due to a lack of options, I just moved into my house this summer and I've been putting off picking an ISP.  Seems like no matter where I go, it's like a presidential election, having to pick the lesser of two evils.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: zookeeper on August 01, 2012, 12:22:34 pm
I've got one similar to this as well while I was playing the BTA Demo, 1st mission.  I'll keep testing to see if I can find a cause...

Code: [Select]
ASSERTION: "num == bm_bitmaps[n].handle" at bmpman.cpp:2507


I've been hunting that bug for quite a while now, and like to think I'm getting close to finding the penultimate cause for it. However, I'd be interested in hearing the following:

1. When does it happen? During a mission, when loading a mission, when restarting a mission, sometime else?

2. Do you have the "Cache bitmaps between missions" launcher flag (in the Game Speed list) on or off? For me, it only happens when it's off.

1) It occurred during the mission, and I think I was ordering drones around (as individual ships, not as wings).  I wasn't able to reproduce the issue after several attempts.

2) I had "Cache bitmaps between missions" off.

Okay... I've only had it during mission loads myself, but that's because that's the stage at which I did the scripted texture operations (rtt and/or switching/copying textures around) which triggers the assert, however BTA does use the particle script which does something similar, presumably during the mission. My trunk commits r9080 and r9081 solve the issue for me, and it'd be nice if you could test whether they do anything for you.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Black_Yoshi1230 on August 01, 2012, 10:37:25 pm
My observations so far:

The HUD ETS overlap (which is already addressed).

With using 2D sound only, I get a drop in music volume during action (I've noticed this so far in stock FS2 and in Ancient-Shivan War). Still have incomplete afterburner sounds in stock FS2.

Funnily enough, in Ancient-Shivan War, for some reason the support ship doesn't want to dock from a directly above position (12 seconds to dock, then it seems to freeze up, blinking between obstructed and 00:12 which is jarring since there's no debris between us, and even if I move closer, I'd have to manually get close so it could dock).

Lastly, I don't know if it's addressed, but in all builds of .14 I checked so far, capital ships don't exactly blow up like they did in .12 (as in the ship model makes a duplicate, the two models separate upon exploding/sending shockwaves, and after about five to seconds after the explosion, I can see ship debris).

Thankfully, .14 doesn't crash on my laptop when it's in projector-only mode (checked with my old Dell flat panel and my HDTV)... yet. It does love to crash when I'm using my natural laptop screen....
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Iss Mneur on August 01, 2012, 11:17:09 pm
With using 2D sound only, I get a drop in music volume during action (I've noticed this so far in stock FS2 and in Ancient-Shivan War). Still have incomplete afterburner sounds in stock FS2.
With my build that I linked or with the builds in the OP?

Lastly, I don't know if it's addressed, but in all builds of .14 I checked so far, capital ships don't exactly blow up like they did in .12 (as in the ship model makes a duplicate, the two models separate upon exploding/sending shockwaves, and after about five to seconds after the explosion, I can see ship debris).
Make sure you have the correct shaders.

Thankfully, .14 doesn't crash on my laptop when it's in projector-only mode (checked with my old Dell flat panel and my HDTV)... yet. It does love to crash when I'm using my natural laptop screen....
A log of the crash....?  Please?
Title: Re: Release 3.6.14 Release Candidate 7
Post by: NFSRacer on August 02, 2012, 02:47:57 pm
You'll have to forgive me as it's been ages since I've messed about with FS2 SCP, but with this latest release, is there a downloader that I can get my hands on like what was provided for 3.6.12 and earlier?  If not, is there a link for the entire package including the wxLauncher for Windows?  Again, I've been out of touch with the community for so long, I need to update my game now, and I've not the slightest clue as to what to do any more since it seems the entire installation of the SCP has changed.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Satellight on August 02, 2012, 03:06:07 pm
Simply follow THIS GUIDE (http://www.hard-light.net/forums/index.php?topic=78710.0).

Manual installation FTW  ;7 !
Title: Re: Release 3.6.14 Release Candidate 7
Post by: NFSRacer on August 02, 2012, 08:35:54 pm
Yeah, that guide didn't exactly do anything different for me.  I just want the latest release for MediaVP files and the launcher and EXE release, really.  Is there anyway to update the game?
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Commander Zane on August 02, 2012, 08:41:10 pm
Step six in that manual installation guide is where the latest MediaVP files are, and you're getting the latest Launcher and .exe from this very thread.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Goober5000 on August 03, 2012, 02:08:18 am
Yeah, that guide didn't exactly do anything different for me.  I just want the latest release for MediaVP files and the launcher and EXE release, really.  Is there anyway to update the game?
Something like that is being worked on, but for now, manual is your best option.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: jr2 on August 03, 2012, 11:04:37 am
Is there anyway to update the game?
Something like that is being worked on, but for now, manual is your best option.
Any chance of a public alpha or beta?
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Goober5000 on August 04, 2012, 01:25:37 am
Soon, but the part that actually updates isn't complete yet.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: NFSRacer on August 04, 2012, 10:34:37 am
Soon, but the part that actually updates isn't complete yet.

Okay, well, that answers another question I had.  I guess the 3.6.12 installer is still valid for now?
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Rodo on August 04, 2012, 12:23:46 pm
This popped up when trying to enter the weapons selection on the very first mission of FS2 retail campaign.

Code: [Select]
Assert: model_num >= 0
File: modelread.cpp
Line: 2843

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC7_DEBUG.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

The game crashes and spews that.
playing with 3612mvps, will try to bypass weapon selection to see what happens. brb

edit:

ok ship selection also kills the process apparently with the same message.
mission runs just fine if I avoid those two options, noticed the doubled ets hud gauge and I get the dialogue / speech cut dry whenever firing the afterburner both already mentioned.

Have to go, I'll make some more runs in a few hours when I get back.

edit 2:

Never mind that, it's just a pilot file issue, with new pilot the problem goes away.
If anyone wants it for testing let me know.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: MachManX on August 10, 2012, 06:29:35 am
Wow, I just went through that changelog and even though I knew the devs were working on SCP, I never realized how much fixing you guys actually do per release. :eek2:  For a game that was released in 1999 (I think), you guys sure are dedicated.  Moreso than freakin' paid devs for actual games (in which a lot of bugs go unfixed!).  This just gives me a new appreciation for all you do for the Freespace community and I thank you from the bottom of my gaming brain  :) 

I think heart fits in somewhere but I don't know if it goes with gaming  :P
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Goober5000 on August 10, 2012, 09:15:22 am
Thanks very much. :)
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Fr3z3r on August 12, 2012, 04:39:32 pm
Quote
Lastly, I don't know if it's addressed, but in all builds of .14 I checked so far, capital ships don't exactly blow up like they did in .12 (as in the ship model makes a duplicate, the two models separate upon exploding/sending shockwaves, and after about five to seconds after the explosion, I can see ship debris).
Make sure you have the correct shaders.
This is the issue I'm having too - as described in detail in this thread (http://www.hard-light.net/forums/index.php?topic=60216.0). I've had it in 3.6.12 final and I was hoping it'd go away in 3.6.14, but no such luck. Using -no_glsl fixes it, but is hardly a solution.

Win7, Radeon HD6670, launcher 5.5g.

Any ideas?
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Iss Mneur on August 12, 2012, 04:54:16 pm
Quote
Lastly, I don't know if it's addressed, but in all builds of .14 I checked so far, capital ships don't exactly blow up like they did in .12 (as in the ship model makes a duplicate, the two models separate upon exploding/sending shockwaves, and after about five to seconds after the explosion, I can see ship debris).
Make sure you have the correct shaders.
This is the issue I'm having too - as described in detail in this thread (http://www.hard-light.net/forums/index.php?topic=60216.0). I've had it in 3.6.12 final and I was hoping it'd go away in 3.6.14, but no such luck. Using -no_glsl fixes it, but is hardly a solution.

Win7, Radeon HD6670, launcher 5.5g.

Any ideas?
Please start by checking your graphics driver version. See Known Drivers to avoid (http://www.hard-light.net/forums/index.php?topic=76166.0).
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Fr3z3r on August 13, 2012, 12:23:21 am
Driver issue indeed, thanks very much! :)
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Deepstar on August 14, 2012, 03:32:55 pm
This is my first 3.6.14 Release on my laptop. Because i'm playing many Community-Missions there.

I figured out, that 3.6.14 introduced a few errors and i'm surprised, that nobody noticed it before.

(http://www.abload.de/thumb/36126cu4q.png) (http://www.abload.de/image.php?img=36126cu4q.png)

This is a screenshot from a mission of "Dante's Ascension", i have to scan the capital ships. No problem with 3.6.12, because the subsystems are scannable.


(http://www.abload.de/thumb/3614bkufv.png) (http://www.abload.de/image.php?img=3614bkufv.png)

On every 3.6.14 RC' it's a complete different story. You can't fulfill this objective, because the subsystems are NOT scannable. I noticed this bug the first time during "Causualties of War 2", but thought, that was a fredding error there, but after i encountered the same problem here again, i look after it.

I can confirm the same bug also on my PC. Seems to be a general coding error.


Also my laptop introduced with 3.6.14 a graphical issue like this:
(http://www.abload.de/thumb/jumpthroughgmuhv.png) (http://www.abload.de/image.php?img=jumpthroughgmuhv.png)

Every ship popped out of nowhere and fly through the subspace vortex. On the same method Ships leaving the Area. They fly through the subspace vortex and after that, they disappear completely.
Can't confirm this on my PC, so it looks like a problem with my graphic chip in my laptop. 3.6.12 do not have this problem, even if i use the current shaderfiles for 3.6.14. The same problem stays even if i disable the new 3.6.14 features named fxaa and soft particles. But maybe my graphic chip (GeForce 555M) is not fully compatible with 3.6.14?
Title: Re: Release 3.6.14 Release Candidate 7
Post by: chief1983 on August 14, 2012, 04:08:24 pm
If your Nvidia drivers are up to date, you _shouldn't_ have any graphical issues specific to that card.  As far as I know.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: MatthTheGeek on August 15, 2012, 01:54:44 am
Also, until you play those missions with 3.6.12 and confirm the error didn't exist there (which nothing in your post indicates you did), you can't tell it is an error with 3.6.14. It might just be very old missions that could have broken for a multitude amount of other reasons, ranging simply from bad FREDing to recent MVP incompatibility.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Deepstar on August 15, 2012, 06:58:59 am
If your Nvidia drivers are up to date, you _shouldn't_ have any graphical issues specific to that card.  As far as I know.

Yes, you are right. After i created a profile for 3.6.14 in the driver and select that the Game are only allowed to use the GeForce and not the integrated intel chip additionally, it worked :)

Also, until you play those missions with 3.6.12 and confirm the error didn't exist there (which nothing in your post indicates you did), you can't tell it is an error with 3.6.14. It might just be very old missions that could have broken for a multitude amount of other reasons, ranging simply from bad FREDing to recent MVP incompatibility.

I said, that i played the mission also in 3.6.12... look at the first screenshot and the sentence below :-).

I tested the Mission a few minutes ago even with Retail and 3.6.10 Builds (.10 without MVPs), like with 3.6.12 (i used the current MVPs and Shaders with it), there are no problems to scan the ships. With every RC-Build it is not possible (look Screenshot #2).
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Master_of_the_blade on August 15, 2012, 07:20:25 am
I was playing the scp version of Warzone(again) and i realized that neither the bombers were firing their bombs, nor the shivan warships were attacking fighters of the GTVA.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: jr2 on August 15, 2012, 08:32:05 am
Also, until you play those missions with 3.6.12 and confirm the error didn't exist there (which nothing in your post indicates you did), you can't tell it is an error with 3.6.14. It might just be very old missions that could have broken for a multitude amount of other reasons, ranging simply from bad FREDing to recent MVP incompatibility.

You must've skipped a line.  ;)  I picked up on that.  (That he had tested on 3.6.12.)
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Echelon9 on August 19, 2012, 04:59:21 am
So with Head.ani stuttering fixed in Mantis 2417 (http://scp.indiegames.us/mantis/view.php?id=2417), anything left to do before 3.6.14 Final?
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Goober5000 on August 19, 2012, 12:26:53 pm
Zacam and I briefly discussed this on IRC yesterday.  A few backports, some final validation, and we should be good to go.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Spoon on August 19, 2012, 12:43:33 pm
It's a new record!  :p
Title: Re: Release 3.6.14 Release Candidate 7
Post by: TopAce on August 20, 2012, 01:26:53 am
Guys, correct me if I'm wrong, but Mantis 2670 (http://scp.indiegames.us/mantis/view.php?id=2670) was not properly fixed. I had a bug report that it breaks a mission in LCW (see this post (http://www.hard-light.net/forums/index.php?topic=81110.msg1630439#msg1630439)).
Title: Re: Release 3.6.14 Release Candidate 7
Post by: The E on August 20, 2012, 01:33:46 am
I've reopened the issue. I'll take a look at it later today, unless someone else gets there first.

EDIT: Took a look. This seems to go a bit deeper than my knowledge of the parsing code can take, so I've punted it over to those who know more about it.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: haloboy100 on August 27, 2012, 07:31:27 pm
Has the fix to Mantis 2612 (http://scp.indiegames.us/mantis/view.php?id=2612) been applied yet? Or am I mistaking how the process works?
Title: Re: Release 3.6.14 Release Candidate 7
Post by: Iss Mneur on August 27, 2012, 09:38:14 pm
Has the fix to Mantis 2612 (http://scp.indiegames.us/mantis/view.php?id=2612) been applied yet? Or am I mistaking how the process works?
The fix has been applied to trunk.  It has not been backported to 3.6.14 and is not scheduled to be backported.  Mantis 2612 will probably not be backported because it is not a showstopper. We have solved all of the show stoppers for 3.6.14 and adding more code at this point is just looking for ways to add more showstoppers.

The fix on trunk would normally be available in a knightly build, but because we are still trying to get the RC tested the knightly builds are suspended.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: chief1983 on August 27, 2012, 10:22:04 pm
I wanted to have the (hopefully) last RC out last week but we ran into an issue with the way the R key works.  Trying to figure out if it was 'broken' in retail or not.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: luehmann on August 28, 2012, 12:48:44 am
Zacam and I briefly discussed this on IRC yesterday.  A few backports, some final validation, and we should be good to go.
Definitely most wanted. By me ;) I like the head anis, but had to turn them off. Thanks for your valuable work...
Title: Re: Release 3.6.14 Release Candidate 7
Post by: haloboy100 on August 29, 2012, 01:32:54 am
Sorry to bring something up again - I considered starting a new topic, but this only happens in RC7, and there's a similar issue on page 2-ish in this thread.
 I still experience sound clipping, but not to the extent that it cuts off voice messages or anything like that. For example, hitting afterburner plays the sound relevant to the afterburner initiating - but it's quickly cut-off but the next sound, which is the loop of the burner actually burning. Firing subachs and prom's at the same time only plays the subs, with the prometheus sound occassionally playing. Flak firing rapidly, as another example, only plays one explosion at a time, and only for half the duration of the actual sound before it gets cut-off by the other explosion's sound; I.E. I don't hear two complete explosions simultaneously.
Another example is beams not playing a charge-up sound; only playing the sound of the beam firing.

The fix that Iss Mneur linked to works fine, as well as every other version of FSO that I have (including RC6). I feel this may have already been patched. I hope I'm not looking in the wrong place if this has already been patched for the next release.
Title: Re: Release 3.6.14 Release Candidate 7
Post by: chief1983 on August 29, 2012, 01:38:21 am
There was one more commit made for RC8 to address some sound issues, and RC8 will be up in roughly 10 hours, so hopefully that addresses your issues.  If not we can try to get IssMneur to take one more look at it before final.