Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Nightly Builds => Topic started by: SirKnightly on November 19, 2012, 01:12:44 pm
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Here is the nightly for Windows on 18 Nov 2012 - Revision 9354
Group: Inferno
fso-WIN-Inferno-20121118_r9354.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno-20121118_r9354.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno-20121118_r9354.md5)
Group: Inferno_SSE
fso-WIN-Inferno_SSE-20121118_r9354.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE-20121118_r9354.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE-20121118_r9354.md5)
Group: Inferno_SSE2
fso-WIN-Inferno_SSE2-20121118_r9354.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE2-20121118_r9354.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE2-20121118_r9354.md5)
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r9345 | zookeeper | 2012-11-14 06:05:59 -0600 (Wed, 14 Nov 2012) | 1 line
Changed paths:
M /trunk/fs2_open/code/globalincs/systemvars.cpp
Tweaked some of the settings of the four detail level presets.
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r9346 | Goober5000 | 2012-11-15 01:52:45 -0600 (Thu, 15 Nov 2012) | 1 line
Changed paths:
M /trunk/fs2_open/code/asteroid/asteroid.cpp
M /trunk/fs2_open/code/ship/ship.cpp
M /trunk/fs2_open/code/weapon/weapons.cpp
fix for Mantis #2726 -- proper handling of mismatch of LOD levels
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r9347 | Zacam | 2012-11-15 22:14:29 -0600 (Thu, 15 Nov 2012) | 1 line
Changed paths:
M /trunk/fs2_open/code/graphics/gropengltnl.cpp
From Valathil: Corrects for dynamic switching regarding Fixed Render Pipeline in the LAB
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r9348 | zookeeper | 2012-11-16 05:26:48 -0600 (Fri, 16 Nov 2012) | 1 line
Changed paths:
M /trunk/fs2_open/code/mod_table/mod_table.cpp
Fix really stupid mistake.
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r9349 | zookeeper | 2012-11-16 13:45:24 -0600 (Fri, 16 Nov 2012) | 1 line
Changed paths:
M /trunk/fs2_open/code/parse/lua.cpp
M /trunk/fs2_open/code/parse/sexp.cpp
Ought to fix bug 2690.
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r9350 | zookeeper | 2012-11-16 15:17:18 -0600 (Fri, 16 Nov 2012) | 1 line
Changed paths:
M /trunk/fs2_open/code/hud/hudconfig.cpp
M /trunk/fs2_open/code/playerman/managepilot.cpp
Fixed the reset button in the HUD config screen not resetting to the default color scheme given to new pilots.
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r9351 | Zacam | 2012-11-17 17:12:17 -0600 (Sat, 17 Nov 2012) | 1 line
Changed paths:
M /trunk/fs2_open/code/graphics/grbatch.cpp
Warning resolution: grbatch.cpp(806) : warning C4018: '<' : signed/unsigned mismatch; solved by setting 'Batch_buffer_size' from 'int' to 'size_t'
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r9353 | Zacam | 2012-11-18 04:05:44 -0600 (Sun, 18 Nov 2012) | 3 lines
Changed paths:
M /trunk/fs2_open/code/cutscene/mveplayer.cpp
M /trunk/fs2_open/code/cutscene/oggplayer.cpp
M /trunk/fs2_open/code/graphics/gropengl.cpp
M /trunk/fs2_open/code/graphics/gropengldraw.cpp
M /trunk/fs2_open/code/graphics/gropenglextension.cpp
M /trunk/fs2_open/code/graphics/gropengllight.cpp
M /trunk/fs2_open/code/graphics/gropenglpostprocessing.cpp
M /trunk/fs2_open/code/graphics/gropenglstate.cpp
M /trunk/fs2_open/code/graphics/gropenglstate.h
M /trunk/fs2_open/code/graphics/gropengltnl.cpp
M /trunk/fs2_open/code/menuui/mainhallmenu.cpp
From Valathil, glCleanup to reduce the amount of calls.
First post here: http://www.hard-light.net/forums/index.php?topic=82886.0
Mantis Here: http://scp.indiegames.us/mantis/view.php?id=2728
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I'm getting a problem with the weapons loading screen. Only one bank of primary and secondary weapons is using the 3d model the other bank appears to use the regular icon. If I turnoff the "use 3d models for weapon selection" one bank of the primary and secondary weapons does not show up.
I've also noticed that during the warp out sequence the 3D warp fades out and then comes back.
These problems exist in both the FSPort and the FreeSpace 2 campaign as well as the Babylon project. I went back to the previous nightly build (9345) and the problem did not exist.
here is my current command line
C:\Games\FreeSpace2\fs2_open_3_6_15r_INF_SSE2-20121118_r9354.exe -mod fsportmvps,fsport,mediavps_3612
-nomotiondebris -missile_lighting -3dshockwave -post_process -soft_particles -fxaa -cache_bitmaps -dualscanlines
-orbradar -rearm_timer -ballistic_gauge -ship_choice_3d -weapon_choice_3d -3dwarp -warp_flash -snd_preload
-fb_explosions -fps -ambient_factor 5 -spec_exp 15 -spec_point 1.2 -spec_static 1.7 -spec_tube 1.5 -ogl_spec 50
-bloom_intensity 50
Whatever the problem was has been corrected in the 9368 build