Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: chief1983 on October 23, 2012, 03:21:22 pm
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After far too long, we now have a 3.6.14 release that shouldn't launch Skynet, lead to the singularity, or crash a lot. Included below is the commit history since RC9 (http://www.hard-light.net/forums/index.php?topic=82558.0)
Previous 3.6.12 Release Thread (http://www.hard-light.net/forums/index.php?topic=70692.0)
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) (Mirror (http://swc.fs2downloads.com/builds/scptrackir.zip)) (Mirror (http://scp.fsmods.net/builds/scptrackir.zip)) (Mirror (http://scp.indiegames.us/builds/scptrackir.zip))
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:
- 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.
(http://scp.indiegames.us/img/windows-icon.png) WINDOWS Builds
Compiled on MSVC 2008
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.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_14.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_14.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_14.zip))
This one is based on the SSE2 Optimizations from the MSVC Compiler.
MD5: d626bbd63c48b0248bee3930d78e04ec
fs2_open_3_6_14_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_14_SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_14_SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_14_SSE.zip))
This one is based on the SSE Optimizations from the MSVC Compiler.
MD5: e5490e5eb2c0c4eafb2490194a9cfdce
fs2_open_3_6_14_NO-SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_14_NO-SSE.zip) (Mirror (http://scp.fsmods.net/builds/WIN/fs2_open_3_6_14_NO-SSE.zip)) (Mirror (http://scp.indiegames.us/builds/WIN/fs2_open_3_6_14_NO-SSE.zip))
MD5: 3ff1c8041dc5b3b14e16d7519019cd7c
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
Compiled on Xcode 3.2.6
Inferno Build
FS2_Open-3.6.14.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.14.dmg) (Mirror (http://scp.fsmods.net/builds/OSX/FS2_Open-3.6.14.dmg)) (Mirror (http://scp.indiegames.us/builds/OSX/FS2_Open-3.6.14.dmg))
MD5: d229df406072b9568a86cacf4fd8945f
(http://scp.indiegames.us/img/linux-icon.png) LINUX Builds
Compiled on Ubuntu 12.04 LTS 32bit
Inferno Build
fs2_open_3.6.14.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3.6.14.tar.bz2) (Mirror (http://scp.fsmods.net/builds/LINUX/fs2_open_3.6.14.tar.bz2)) (Mirror (http://scp.indiegames.us/builds/LINUX/fs2_open_3.6.14.tar.bz2))
MD5: fcddc8f89f424d9d2494a568056ea055
Source Code Export
fs2_open_3_6_14_src.tgz (http://swc.fs2downloads.com/builds/fs2_open_3_6_14_src.tgz) (Mirror (http://scp.fsmods.net/builds/fs2_open_3_6_14_src.tgz)) (Mirror (http://scp.indiegames.us/builds/fs2_open_3_6_14_src.tgz))
MD5: fa9ccf5a3bb7799fe5641bd7864c71c1
Changelog since RC9:
( 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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r9270 | Goober5000 | 2012-10-15 21:42:45 -0500 (Mon, 15 Oct 2012) | 1 line
Backport: Trunk 9268; add arrival_delay and departure_delay arguments to set-arrival-info and set-departure-info
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r9272 | Goober5000 | 2012-10-15 22:23:01 -0500 (Mon, 15 Oct 2012) | 1 line
Backport: Trunk 9271; fix for Mantis #2643 (generated shield quadrants displayed in the wrong spots)
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r9276 | chief1983 | 2012-10-23 02:07:43 -0500 (Tue, 23 Oct 2012) | 1 line
FINAL BUILD STAGE COMMIT: Sets Revision and Version properties to this commit version.
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Congratulations! It took a while longer than expected, but it'll be all the more stable for it. Onwards to 3.7!
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Milestone achieved.
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Does this use the same shaders as the RC9 release?
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Milestone achieved.
It's only a start though. 3.7 is getting closer and closer. :D
At this point, the future of SCP looks really awesome. New pilot code, shadows, deferred lighting... Awesome doesn't even begin to describe what's waiting for us. :)
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Yay, whoop whoop whoop
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Excellent! I've been waiting for the full release, will make sure to upgrade my machines and see if I can apply all the new goodies in my own work. Thank you for your continued support and upgrading of the SCP.
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Hi... quick question . ..
I just recently (like the past three weeks) started playing the FS2 Open game again ...
I researched how to set everything up with FS2 Open a year or so back and have since forgotten how the whole thing sticks together/is structured.
Anyway ... in the FS2 Open Launcher, I currently have "fs2_open_3_6_12r_INF.exe" selected at the top and next to the "Browse" button. And, to move up to 3.6.14, I'm pretty sure all I need to do is point that instead to the "fs2_open_3_6_14" file, correct?
But what I'm curious about and before I commit to any changes (as 12 is working really well) is the fact that in the area just beneath that *.exe selection box, just beneath all the set up tabs, is a button that says "Select Mod" ... and here I have pointed to a subdirectory under my Freespace2 root called "/mediavps_3612" ...
Do I continue pointing to this or is there a set of files I need to add to a new, "/mediavps_3614" directory and then point to that?
I really can't recall how/why that /mediavps_3612 directory got there but I'm sure it's essential cause everything plays and looks fantastic.
Anyway, wanted to run that by you folks before upgrading to the .14 release.
Thanks and keep up the good work. I'm amazed at the shelf life you've given this legendary game. So fun to revisit.
Best.
.joel
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Hi... quick question . ..
I just recently (like the past three weeks) started playing the FS2 Open game again ...
I researched how to set everything up with FS2 Open a year or so back and have since forgotten how the whole thing sticks together/is structured.
Anyway ... in the FS2 Open Launcher, I currently have "fs2_open_3_6_12r_INF.exe" selected at the top and next to the "Browse" button. And, to move up to 3.6.14, I'm pretty sure all I need to do is point that instead to the "fs2_open_3_6_14" file, correct?
Yes, that is all that is needed in order to use the 3.6.14 version with the existing launcher.
But what I'm curious about and before I commit to any changes (as 12 is working really well) is the fact that in the area just beneath that *.exe selection box, just beneath all the set up tabs, is a button that says "Select Mod" ... and here I have pointed to a subdirectory under my Freespace2 root called "/mediavps_3612" ...
Do I continue pointing to this or is there a set of files I need to add to a new, "/mediavps_3614" directory and then point to that?
The Media VP's are a collection of enhanced FSO assets, and in itself can be considered a mod (hence the reason why it is selected via the mod's button). The 3612 version of the mediavps should do just fine with the new .exe.
If (or when ;)) the 3614 version of the mediavps gets released, you can be sure to look for it in the FreeSpace Upgrage Project (http://www.hard-light.net/forums/index.php?board=120.0) forums.
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The .14 exe (the engine) is separate from the mod (media .vp files upgrade version .12, MVP version .14 isn't released yet).
So, you will be using the .14 engine on .12 upgrade assets
The mod selector allows you to select which mod you want, in the case, the upgrades to the FS2 retail assets. Other mods might be the FreeSpace 1 Port (FSPort).
Also, mods can call other mods; this is done automatically. For example, if the mod FSPort is selected, it can call the FS2 mediavps_3612 and use its assets. This is accomplished through the mod.ini file in the mod's directory (the FSPort mod.ini would point to the mediavps_3612 directory as a dependency if it needed it, for example).
Does that make sense?
EDIT: ninja'd
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The .14 exe (the engine) is separate from the mod (media .vp files upgrade version .12, MVP version .14 isn't released yet).
So, you will be using the .14 engine on .12 upgrade assets
The mod selector allows you to select which mod you want, in the case, the upgrades to the FS2 retail assets. Other mods might be the FreeSpace 1 Port (FSPort).
Also, mods can call other mods; this is done automatically. For example, if the mod FSPort is selected, it can call the FS2 mediavps_3612 and use its assets. This is accomplished through the mod.ini file in the mod's directory (the FSPort mod.ini would point to the mediavps_3612 directory as a dependency if it needed it, for example).
Does that make sense?
Perfectly clear.
Like I said...I researched and set the whole thing up like a year ago and just wrote it to a DVD. Now that I've played a bit and after yours and the previous dudes comments, I have a decent sense of the shape of the thing.
Another question and perhaps this isn't the thread for it but feel free to PM me if that's the case ... I'm currently playing through the retail FS2 game (can't wait to get to the custom campaigns though) ... and since I have a pretty heavy duty rig to play on, I'm wanting to get the maximum graphical upgrade I can get. Is there something other than the "mediavps_3612" mod you would suggest in regards to such? Perhaps something (as you mention) I could call via .INI to work in conjunction with the mediavps mod?
Thanks for the clarification, otherwise. Gonna start the .14 executable this evening. :)
Rock on.
.joel
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Congratz! been waiting for this :)
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Another question and perhaps this isn't the thread for it but feel free to PM me if that's the case ... I'm currently playing through the retail FS2 game (can't wait to get to the custom campaigns though) ... and since I have a pretty heavy duty rig to play on, I'm wanting to get the maximum graphical upgrade I can get. Is there something other than the "mediavps_3612" mod you would suggest in regards to such? Perhaps something (as you mention) I could call via .INI to work in conjunction with the mediavps mod?
Thanks for the clarification, otherwise. Gonna start the .14 executable this evening. :)
Rock on.
.joel
Make sure everything pretty sounding (like post processing) is enabled in the launcher. Get a dev build more recent than 3.6.14 off someone on IRC and turn on stuff like framebuffer shockwaves and soft particles.
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no shaders this time? do i need to get rid of the old ones?
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Also, you could try using wxLauncher, as it has some decent explanations for what the options do built into it. Using wxLauncher doesn't prevent you from using the traditional 5.5g launcher; you can go back and forth as you please.
Also, wxLauncher is normally installed to a different location than FS2; this is normal. If you really want wxLauncher in the FS2 directory, put it in a sub-directory, not the FS2 root.
EDIT: I forgot to mention, it has several sets of lighting options built in as presets that you can try out; these make a huge difference, be sure to check them out as well!
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Also, you could try using wxLauncher, as it has some decent explanations for what the options do built into it. Using wxLauncher doesn't prevent you from using the traditional 5.5g launcher; you can go back and forth as you please.
...
EDIT: I forgot to mention, it has several sets of lighting options built in as presets that you can try out; these make a huge difference, be sure to check them out as well!
Great. I'll try that alternate launcher as well.
For now, I've just enabled *everything* in the n ew .14 launcher. Things look down right bang up at 2560x1440 res. Awesome...
thanks for the assist.
.j
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Down'ldin. Congrats.
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Zacam will be updating the mv_root in the MediaVPs to no longer contain shaders now, as soon as that's done this build should work with the MediaVPs. You can use the set in the RC9 post to override the ones in the MediaVPs now, but I'd just wait. Don't forget to get rid of those shaders when you update the MediaVPs.
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*Applauds* :D
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Is there actually much point in providing generic 'Linux' builds? That label is basically just misleading; it's unlikely to work without tweaking on any distro other than the one for which it was compiled, and if you can do the tweaks you're better off compiling yourself anyway.
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Zacam will be updating the mv_root in the MediaVPs to no longer contain shaders now, as soon as that's done this build should work with the MediaVPs. You can use the set in the RC9 post to override the ones in the MediaVPs now, but I'd just wait. Don't forget to get rid of those shaders when you update the MediaVPs.
What sort of problems do the current MediaVP shaders represent? Reason being is I ran the new release last night with the MediaVPs and things seemed to run fine. I'm not too close to the various aspects of the MediaVPs function, though and so I might simply not know what to see missing.
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The Shaders in the current mediavps, while usable, were written for 3.6.12/3.6.10. There were quite a few changes in the FSO graphics setup that these shaders cannot exploit; The newer ones can do tricks like per-pixel lighting and shader effects.
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As far as linux builds, it's to show that it does compile on Linux, for one, and there are a lot of 32bit Ubuntu users I'm guessing.
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Then mark it as a 32-bit Ubuntu build. Don't call it 'Linux' when you mean one version of one distribution on one architecture.
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WOOHOO! At last! Congrats, all!
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Aw Yiss
Motha
Fukkin
Updates
Awesome work, thank you coders!
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Then mark it as a 32-bit Ubuntu build. Don't call it 'Linux' when you mean one version of one distribution on one architecture.
Please don't tell me what to do. And anyway, if you'd doublechecked, I'd already indicated on each build set relevant info about the build environment.
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But distribution and architecture aren't "build environment", they're the actual operating system you're using. You're treating it like a footnote the same as XCode or MSVC version; it's not.
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Facebook Wall spammed. Congratulations on the release. :)
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Congrats! now too see if all the wip missions play the same way.
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Facebook Wall spammed. Congratulations on the release. :)
What's the facebook address?
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Facebook Wall spammed. Congratulations on the release. :)
What's the facebook address?
http://www.facebook.com/groups/8990888471/
there is/was a google+ page, but it's been so long since i looked at it I couldn't tell you the address and HardLightPro is the twitter name
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might be a newb question - do we only need to install the fs2_open zip in the first post? or is there any other things that need to be insstalled like mediavps. i read one of the posts before which said the other files are "if" they are released but we can use all the media files from 12 and just install 14 the zip file from the first post. is that correct?
thanks!
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But distribution and architecture aren't "build environment", they're the actual operating system you're using. You're treating it like a footnote the same as XCode or MSVC version; it's not.
Ubuntu isn't going to change the major version of GCC or any build tools (http://packages.ubuntu.com/precise/devel/build-essential) on their LTS release any time soon, so anyone can find out anything they want about the latest build environment just by seeing what's in the stable software channel.
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might be a newb question - do we only need to install the fs2_open zip in the first post? or is there any other things that need to be insstalled like mediavps. i read one of the posts before which said the other files are "if" they are released but we can use all the media files from 12 and just install 14 the zip file from the first post. is that correct?
thanks!
As I understand it, you can run the new .14 FS2 open by itself just fine. You can also install the optional MediaVPs mod files which are mostly compatible with the new release, excepting certain shaders (which are supposedly being currently updated and will be part of a MediaVPs update release).
Others can correct me if I'm wrong on that as I'm just now getting up to speed on everything as well.
For the record, I'm playing the new FS2 open release with the .12 MediaVPs and things look/play awesome.
Having a blast playing this thing again after (literally) ... not playing since 1998/99 or so. Blows my mind how killer things look at 2560 x 1440 (all possible bling enabled) resolution when, back in the day, I think I was playing at 1024x768. LOL ...
:yes:
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But distribution and architecture aren't "build environment", they're the actual operating system you're using. You're treating it like a footnote the same as XCode or MSVC version; it's not.
Ubuntu isn't going to change the major version of GCC or any build tools (http://packages.ubuntu.com/precise/devel/build-essential) on their LTS release any time soon, so anyone can find out anything they want about the latest build environment just by seeing what's in the stable software channel.
...OK, but what I said had nothing to do with Ubuntu breaking compatibility and everything to do with the way your download links are phrased to make it sound like it's a generic Linux build that just happened to be compiled on Ubuntu. I'm just suggesting you put it under a separate header for 'Ubuntu'; right now you're just asking for people to get confused and end up on the support forums asking why your binary doesn't work.
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So far, we have not had many of those. You are talking about a problem that, to the best of our knowledge, does not exist.
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...OK, but what I said had nothing to do with Ubuntu breaking compatibility and everything to do with the way your download links are phrased to make it sound like it's a generic Linux build that just happened to be compiled on Ubuntu. I'm just suggesting you put it under a separate header for 'Ubuntu'; right now you're just asking for people to get confused and end up on the support forums asking why your binary doesn't work.
And, to be honest, we don't know that it won't. As long as the right libs are in the path, it's got a pretty good shot of working on lots of distros. Being compiled on Ubuntu doesn't mean it won't work on Debian or CentOS or Arch. Just have to get the right dependencies met, which there is a guide for. But at that point you'd be close to compiling yourself anyway, which is why we probably don't get a lot of complaints...
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So far, no problems (except when I'm playing FSPort, all my buddies somehow got more smarter which is baffling, sad to the point when the Plato actually survived getting to the jump node on Medium, despite not being supposed to and I had to shoot the Plato after three minutes of waiting).
And yay, for me, ships actually blow up the way they're supposed to (no "ghosting splits of the ship"). Well, I learned my laptop can't handle FSO's soft particles anymore (explaining why some of my smoke effects weren't rendering properly, not sure if that explains ghosting yet).
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The Plato surviving is something that I know for a fact can be reproduced as far back as 3.6.8 builds.
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Is there actually much point in providing generic 'Linux' builds? That label is basically just misleading; it's unlikely to work without tweaking on any distro other than the one for which it was compiled, and if you can do the tweaks you're better off compiling yourself anyway.
Even given the exact distro, "tweaking" for deps will still be necessary, which if there is anybody that is in Linux that doesn't already know this, they will soon learn it.
The fact that it is compiled on 32bit Ubuntu means nothing regarding a 64bit Slackware, other than to heads-up the player that they will likely need to install the 32bit version of the deps -if they encounter problems-. The build output, despite the system environment, is made to be as agnostic as possible, so no, it's not an exclusively 32bit Ubuntu Package, so yes, it can be released generically and IF somebody ACTUALLY encounter an issue, we have the Cross Platform board for them to report non-hypothetical issues on.
And with that, I'd like to see the end of this discussion taking place any further in THIS thread. If you still want to address it, please make a dedicated topic in the Cross Platform board where it properly belongs.
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If the Plato bug is that old, is it a code bug or a FSPort bug? Both have had numerous releases since the 3.6.8 days, hard to believe it wouldn't have been addressed in one side or the other by now unless no one had reported it until recently.
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If the Plato bug is that old, is it a code bug or a FSPort bug? Both have had numerous releases since the 3.6.8 days, hard to believe it wouldn't have been addressed in one side or the other by now unless no one had reported it until recently.
thing is I think it is a possible to reproduce bug in retail FS1, you just need to be more competent at the game that expected at that stage
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IIRC in retail the plato self destructs if it makes it to the node.
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I'm not sure if there's an actual self-destruct trigger, but it was definitely destroyed every time I played the mission in retail FS1, and that was just on Easy difficulty too. There are a few places in the Port where the AI winds up being more effective than in retail, mostly because of FS2's improved missile-homing, but the Plato is the only instance I can think of where they just aren't destroying what they're supposed to.
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Congratulations and well done, the Source Code Project team!
I surely will enjoy playing multiplayer with the new builds with the same old gang, and hopefully some new faces too!
I wish I could've contributed more to testing/debugging; unfortunately the pressure of final year exams and also of starting work pushed FS2Open to the back seat, but hopefully I can help to continue to test nightlies in the near future!
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I'm getting the double ETS thing with final. After searching a bit and navigating a link maze, I arrived at the fix I remembered seeing earlier when I read the release threads to keep mildly up to date on stuff but didn't actually play with them, here (http://www.hard-light.net/forums/index.php?topic=81213.0)
However, the attached files are now gone, and I don't see any gauges.tbl files to do the changes manually. Can someone re-up these, or otherwise direct me to fixing it?
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Updated hud gauge tables (for mediavps_3612, fsport & BP2) are attached to this mantis issue (http://scp.indiegames.us/mantis/view.php?id=2672), . To use them create <mod>/data/tables, put the file in there and rename it to mv_root-hdg.tbm.
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much obliged.
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A much higher performance hit than before.
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Could you elaborate on this? I have trouble understanding what you are saying. Is it a complaint? A compliment?
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Its a complaint. Im getting lower FPS on mods than before. I will try playing with 12 again to see if I'm mistaken and my memory is just playing tricks on me.
There is a bug I noticed in RC6, I think. After selecting the pilot, the sound goes nuts(thats the best I can describe it) everything freezes and the tip appears with the screen switching between the picture in the pilot selection window and the main window in rapid succession. I've recorded a video. How do I post it here?
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You could try uploading it to youtube...
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Its a complaint. Im getting lower FPS on mods than before. I will try playing with 12 again to see if I'm mistaken and my memory is just playing tricks on me.
There is a bug I noticed in RC6, I think. After selecting the pilot, the sound goes nuts(thats the best I can describe it) everything freezes and the tip appears with the screen switching between the picture in the pilot selection window and the main window in rapid succession. I've recorded a video. How do I post it here?
There's a set of .14 RC's that are incompatible with cards that only support OpenGL 1.4 or lower (such as Intel's integrated graphics), but this was amended later in the RC process. So, try one of the RC's from the higher numbers instead of just RC6.
You may also want to double check your launcher settings, the configuration for "Inferno" builds are now the de-facto build configuration, and enable a number of commonly used settings that result in a higher strain on your GPU.
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Yeah, we kinda need specifics about your setup here. What kind of GPU, what OS, that sort of thing.
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I have an Nvidia 210 GT which I overclock to
Core clock: 625MHZ
Shader clock: 1478MHz
Memory Clock: 610MHz
Processor: Intel Core i7 2600
OS: Windows 7 Ultimate.
Might try a linux build on Ubuntu 12.10 that I've got dual booted.
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That 210 GT is pretty weak. Not sure how much overclocking it helps, but it is only negligably better at stock than modern intelgrated graphics. I know, I have a 210, and it was my Home Theatre card until I gave it to my girlfriend so she could dual screen. I would hazard a guess that your graphics card simply can't keep up with the graphical enhancements in .14
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Hmm, I dunno. It supports more, but there's nothing being used in the 3.6.12 MediaVPs really that wasn't in .12, aside from the modified shaders. If the newer shaders are causing that big a performance dip, we might have a small problem. This build should be faster if nothing else.
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He didn't mentioned which build he switched from. Shadows beta, for example, is faster (despite shadows, it's because it has a lot of recent optimizations in).
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Yes, he mentioned playing on 12 in his post before last.
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Right. Sorry, didn't catch that. In this case, it's indeed weird. Some rather big optimizations went in in 3.6.14, and it was faster for me (at least when I switched, it was quite some time ago).
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Anyway, I'd still like to see the video of the crazy pilot screen, could upload to youtube and link it here.
Would also be concerned that the drivers aren't up to date for that card.
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Wow, the sound code in 3.6.14 has been really tightened up! this is the first thing I noticed when playing mediavps_3612 with the new build today; things that happen behind you clearly sound so!
I'm sure we'll all find more cool stuff brought to us by this latest release. Thanks guys!
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Greetings. Are you planning to release standard builds for 3.6.14? For there are serious problems with my game's hangings in the mission named Exodus in standard build version 3.6.12 and I hope new version will resolve them. I have checked this mission with Inferno build and it's working just fine, but to start the game from the beginning is a very difficult business. Thank you.
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What do you mean by Standard builds?
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Greetings. Are you planning to release standard builds for 3.6.14? For there are serious problems with my game's hangings in the mission named Exodus in standard build version 3.6.12 and I hope new version will resolve them. I have checked this mission with Inferno build and it's working just fine, but to start the game from the beginning is a very difficult business. Thank you.
All builds are now Inferno builds and you should be using them, since there's no reason not to.
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Ha! It's been so long I'd completely forgotten about non-inferno builds.
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I had not planned on making any 3.6.14 non-Inferno builds. I'll see if we can figure something out though.
Edit: Ok, here's a couple things you can try. If you fired up an Inferno build, you should already have an Inferno pilots folder now in your players folder. You can copy (not move, in case this doesn't work) your current pilot to that folder, and the Inferno build should be able to convert it in place and you should be able to continue your game with Inferno builds.
Just to clarify, the standard pilots folder is in Freespace2\data\players\single, and you want to copy the .cs2 and .pl2 files to Freespace2\data\players\single\inferno.
Or, try the Antipodes builds, which have the new unified pilot code. That should also work but could potentially be a bit more buggy than 3.6.14 or even the nightlies.
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Thank you, but I guess there is no way as I've learned from topic about Antipodes, for my profile migrated from the retail version to 3.6.9 and then to 3.6.12.
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Hmm? Which topic? I was still under the impression that any Inferno build could convert any previous release's non-Inferno pilot files as the format hasn't changed much. I don't think we changed the format between .12 and .14 at all but I could be wrong on that.
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http://www.hard-light.net/forums/index.php?topic=73257.0 the quote in the first post. And my attempts of converting by the 3.6.14 INF result in crash to desktop with Windows crash report. Also I've tried Nightly (Windows): 13 Nov 2012 - Revision 9343 with the same result. But I don't understand something, maybe.
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Well, if you tried it, and it crashed there might be a problem somewhere after all. Perhaps try converting to Inferno with a 3.6.12 Inferno build?
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Sorry, I haven't written about it, but I've already tried to convert with 3.6.12 Inferno with the same frustrating crash.
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That does sound more like a bug than intended behavior. If you could please upload your pilot/campaign file we might be able to take a look at it, there might be something about it we can fix somewhere.
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Hope it will help you to improve the build.
[attachment deleted by a basterd]
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Maybe its because of the mods I'm playing. Haven't touched the original campaign in .14
Could you link me to the shadow and sunshafts build?
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Dando, after someone looked at your pilot file, I was told over IRC that the pilot file itself is fine, but the campaign seems to have been too corrupted to convert properly. Unfortunately that means moving it to an INF campaign or the antipodes code is not going to work, sorry.
Master_of_the_blade: What?
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Thank you, Chief. I was guessing this from the beginning. Do you have any idea about how they have become corrupted? Maybe because of multiple changing of my game's versions?
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The old campaign code has had a bad habit of corrupting itself in various ways, some of which might not prevent you from finishing the game, but some that might and you won't know until the damage is done. Mod changing, version changing could possibly do it I suppose, but it's not the only way.
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Hello guys!
I seem to have several problems with the 3.6.14 built. I installed everything (even the hole media VPs) via the FSOpen Installer. In the launcher I activated everything in the grafik-tab, like nomal maps and post-processing. I had no crashes or severe problems like error messages. But two things seem to be wrong:
1.
I don´t have normal maps. Do I have to do something to activate the shaders? Are the shaders only included in elder builts before 3.6.12?
2.
The AA doesn´t work properly. I activated the features in the video-tab (to the limit of course), but nothing happens (it looks really ugly :eek2:).
Then I activated FXAA and post processing with no effect at all. Only when I "force" my card to activate FXAA via driver it looks quite better. But not as it should look... :confused:
Then I tried an elder built (3.6.12), same problems with that one.
I have a quadcore CPU and an NVidea 670 grafikcard with the newest drivers.
What am I doing wrong? Is it a known problem with the 670 drivers or something?
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Please refer to this post: http://www.hard-light.net/forums/index.php?topic=56279.msg1180359#msg1180359 for instructions on how to generate and post an fs2_open.log. Please post it here.
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Here is th elog file you need.
[attachment deleted by a basterd]
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Please repeat the log generation process with the .14 executable and the mediavps selected as a mod.
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Here it is.
With the 3.6.14d I had an error at start (parsing...)
Maybe it has something to do with the install-folder, which is f:\Freespace2 :confused:
[attachment deleted by a basterd]
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That is nothing to worry about.
Now, please open the Launcher, set the mediavps as the active mod, activate all the graphics goodies (glow/spec/env/normal maps, fxaa), and generate a log with that.
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Well everything is activated allready :confused:
Its getting real weird now...now I deactivated the media_vps and the game looks as before :shaking:
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Not according to the log. The log shows no mod selected and no commandline flags activated. Which Launcher are you using?
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Version 5.5.0.6
The one that came with the fso installer
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Get the latest Launcher 5.5g from the release post and overwrite Launcher.exe in your Freespace2 folder with the one in that archive.
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Sorry, that I`m answering that late, I had no more time yesterday.
I did a reinstall of everything. Now the resolution (1680 x 1050) and antialiasing works perfectly.
But I´m still not sure, if the mediavps are working (they are installed in the correct way via tureys installer).
Would you please take a look at the log file?
[attachment deleted by a basterd]
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Turey's installer doesn't seem to have successfully installed the media_vps then, because they're not being loaded according to your log. If you do have the folder for the mediavps selected in the launcher as the mod, the folder must be missing all the .vp files it should have. If that's the case, I'd delete that folder, and install the Media VPs by hand following the instructions in their release thread (http://www.hard-light.net/forums/index.php?topic=70736.0). Also, I'm not sure what the files are in the d:\ drive, but unless those are specific to the german language version you are using I would find out how to stop those from loading, by removing the media in drive D: or something. Didn't you say the game was installed in drive F:\Freespace2? The log indicates you installed it to C:\Games\FreeSpace2.
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I´ve made a reinstall in the C: drive.
Drive D: is my DVD-drive, the CD is in there. I will remove the CD.
I´ve made a look in the media_vps folder and all files are there. I really don´t understand, why it doesn´t work...
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It's still not seeing any command line options being passed in to the game for some reason.
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You know, one thread will do... (http://www.hard-light.net/forums/index.php?topic=83059) It's generally bad practice to start multiple simultaneous threads on the same topic.