Hard Light Productions Forums
Hosted Projects - FS2 Required => Blue Planet => Topic started by: The E on December 29, 2012, 08:20:35 am
-
Oh hai there.
As some people may have heard already, there will be a major update to everything we, the BP team have done.
No, unfortunately, this is not the voice-acted WiH release. That one is still unfinished. But, to prove that we haven't just spent this past year sitting on our behinds and living off of the massive piles of money we've gotten from the previous releases, we'll be releasing Act 3 of WiH, titled "Tenebra".
But first, a maintenance release for Age of Aquarius. This was necessary due to Aesaar's stellar work remaking the next-gen Corvettes, and Mattthegeeks' painstaking addition of glowpoint lights to the fleet.
"Glowpoint lights?", I hear you ask, "What manner of wizardry is that, pray tell?"
I am glad you brought up the subject of wizards, thanks for that. As those of you who are following the workings of the Source Code Project know, our resident Wizard Valathil has waved his magic wand over the code and transformed our graphics engine into a more powerful form, capable of rendering tons and tons of lights in real time, and finally adding shadows in a way that does not completely eat all the performance. I have incorporated these additions into the engine builds we're using internally, so that we can get all the testing possible. While there are still a few bugs, I believe that the end result is worth it.
Speaking of the builds, BP:AoA is no longer compatible with 3.6.14, or even the 3.6.15 nightly builds. I have taken the liberty of providing custom builds for Windows, for now versioned as 3.6.17_BP. For the other platforms, I have included a code patch that can be applied against the Antipodes branch in the SCP svn repository.
Antipodes, you ask? Yes, Antipodes, AKA the new pilot code. Since I am of the opinion that testing only one feature would be making things too easy, I based the BP builds off of the Antipodes branch, so that the new pilot code can get a more thorough testing. This also means that you should not expect to see your old pilot profiles when starting the game; you'll have to create new ones.
Okay, so now that we've got the boring introductory stuff out of the way, why don't you head on other to this post to get the installers and some other necessary information:
http://www.hard-light.net/forums/index.php?topic=68213.0
-
/me collapses of the chain in stunned silence with a giddy/manic look on his face
-
As much as I appreciate it, could we have a non-exe version of it too?
If I'd just used the installer on my actual FreeSpace 2 folder (rather than install it at a dummy locaiton and copy it to the right place manually), it would have overwritten the uninstall.exe that already was in my root folder without me even noticing.
And to overwrite a file that has nothing to do with the mod itself should be something an installer should definately NOT do.
Apart from that I have another small question before I go off to test it:
Do the changes cascade through to BP2, so that I can put WiH as the selected mod in the launcher and start the AoA campaign from there, or do I have to run BP1 and 2 seperately for the moment?
-
If I'd just used the installer on my actual FreeSpace 2 folder (rather than install it at a dummy locaiton and copy it to the right place manually), it would have overwritten the uninstall.exe that already was in my root folder without me even noticing.
Yeah, the package I used to create the installer isn't really all that great (but it works, so...). That being said, there is a link for a non-executable archive, just use the links for Linux/MacOS users.
Apart from that I have another small question before I go off to test it:
Do the changes cascade through to BP2, so that I can put WiH as the selected mod in the launcher and start the AoA campaign from there, or do I have to run BP1 and 2 seperately for the moment?
This _should_ work, however it is not guaranteed to. In any case, as mentioned in the OP, there will be an update for WiH out soon that will definitely work. We just have to do a bit of cleanup on it before we can distribute it.
-
WiH Act 3 you say? fancy code-fu glowpoints? Hi-Res ships?
wha? um...now...um... :eek2: :shaking:
*Crybertrance faints from shock and awe*
-
I have updated the installer executable to be less stupid.
-
No contribution from me save for a word of thanks.
-
After resetting my complete PC, I searched for a reason to reinstall FSO and some of the mods.
Thanks for providing them.
-
I ran into a problem - the Bellerophon's turret texture - "sterpulse_main" - doesn't exist. Instead the texture for the Chimeras turrets "bigtur" should probably be used. Currently the Bellerophon doesn't look like it has turrets.
EDIT: Correction - this is a bad idea, but the vps are still missing a texture
-
*Gardinator knees down and thanks all god´s he know*
Ahh guys, this is awesome.
But by all the good.. is there a way to disable the shadows? They kick my fps down to 7 - 15......
Honourfully,
Gardi
-
Best birthday present evar!
Fantastic stuff.
But by all the good.. is there a way to disable the shadows? They kick my fps down to 7 - 15......
adding -shadow_quality 0 to the custom flags box (under advanced settings in wxLauncher/somewhere on the yee ol' launcher) will disable shadows.
-
I ran into a problem - the Bellerophon's turret texture - "sterpulse_main" - doesn't exist. Instead the texture for the Chimeras turrets "bigtur" should probably be used. Currently the Bellerophon doesn't look like it has turrets.
EDIT: Correction - this is a bad idea, but the vps are still missing a texture
Yeah, bad idea. The Bellerophon uses a different turret entirely. Here. (http://www.mediafire.com/?5tx12ytg37uz989)
-
http://www.youtube.com/watch?v=j_xjBAd5G84
For us, the day they released an update for Age of Aquarius was the most important day of 2012. But for the devs... it was Saturday.
-
I ran into a problem - the Bellerophon's turret texture - "sterpulse_main" - doesn't exist. Instead the texture for the Chimeras turrets "bigtur" should probably be used. Currently the Bellerophon doesn't look like it has turrets.
EDIT: Correction - this is a bad idea, but the vps are still missing a texture
Yeah, bad idea. The Bellerophon uses a different turret entirely. Here. (http://www.mediafire.com/?5tx12ytg37uz989)
Truly you are magnificent.
-
can't wait to see what people think of act 3! :toot:
-
I think it's a safe bet that anything short of introducing space jar-jar will be met with unanimous praise. Even salty needs a while to nitpick.
-
Simms, mesa love you muy-muy long time!
/me uses the Force to run away really fast.
-
This is going to be the best week after Christmas ever.
-
Shadows are awesome but they neatly offset all the performance improvements we've made since 3.6.12. :| I wish they could default to off, especially given what a performance monster Act 3 is.
-
Does this build include sim-speech?
-
Best birthday present evar!
Fantastic stuff.
But by all the good.. is there a way to disable the shadows? They kick my fps down to 7 - 15......
adding -shadow_quality 0 to the custom flags box (under advanced settings in wxLauncher/somewhere on the yee ol' launcher) will disable shadows.
thanks, that helped a lot :)
Oh, happy birthday Suongadon ;7
-
thanks for the update just finishes playing AoA and WiH to refresh my memory of the story line. eagerly awaiting the release of act 2
-
My (utterly shameful) continued lack of a WiH replay has finally paid off with dividends!
-
Great news on WiH 3!
Now for the N00B questions:
So exactly what do we need to download?
Do we need to delete the current AoA files we have installed?
-
So exactly what do we need to download?
Do we need to delete the current AoA files we have installed?
If you're on Windows, this: http://blueplanet.fsmods.net/BluePlanetAoA.exe
On Linux/MacOS, this: http://blueplanet.fsmods.net/blueplanet.7z
Do we need to delete the current AoA files we have installed?
Yes, however the windows Installer will do that for you.
-
Shadows are awesome but they neatly offset all the performance improvements we've made since 3.6.12. :| I wish they could default to off, especially given what a performance monster Act 3 is.
Any chance the shadows could get their own toggle checkbox in the launcher? That would be a lot easier and "noob-friendly" than having to use the command line.
-
Unfortunately, that is not really possible. But the builds included in the WiH update will default to shadow_quality 0.
-
From the name I assume this is more than a simple enable/disable toggle-boolean. What's the current default value for the shadow quality?
-
IIRC it goes from 0 to 2, with 0 being no shadows. Default right now is probably 2.
-
Um, it's perfectly possible to add an option for shadow quality to the launcher.
-
Um, it's perfectly possible to add an option for shadow quality to the launcher.
Indirectly, yes, by adding a boolean flag that _only_ turns shadows on or off. Everything else would need code changes in the Launcher, and that is not going to happen until shadows are in trunk.
-
Perhaps, if the launcher were updated to allow shadow value figures, it might be applied to all the other value-based visual launcher flags like spec tube, ambient factor, etc.
-
can't wait to see what people think of act 3! :toot:
Can't wait to play act 3! :p
Damn you, I knew it! I knew another BP release would impend which is why I replayed WiH R1 the other week. I thought it would be a Christmas Release, however. :)
-
Perhaps, if the launcher were updated to allow shadow value figures, it might be applied to all the other value-based visual launcher flags like spec tube, ambient factor, etc.
You underestimate the issue. Because there is no way for the engine to tell the Launcher which of these value-based flags it accepts, and what the valid range of values is. That would have to be done first, and then the Launcher would have to be updated to generate proper UI elements on the fly.
It's not impossible as such, but a bit impractical.
-
Excellent! I'm very much looking forward to the next chapter of Blue Planet.
Some inital impressions of the AoA update:
The new lighting is beautiful. It might be worth updating some of the ships with the shadow build in mind; I'd expect hangars to have some permanent interior lighting. Currently, the Raynor's is pitch black.
The opening MOV is a little clumsy, as Petrarch's monologue is cut mid-sentence. I don't think it's really necessary for it to be there at all, as an FS2 player wouldn't need a reminder, and a new player wouldn't know the context of the Knossos anyway.
Is the title text in the opening sequence - Blue Planet: Age of Aquarius - supposed to appear in the top-left corner of the screen?
-
The opening is there because we were so tired of seeing the FS2 intro pop up and we wanted something with some pretty BP music.
-
One, tell Petrarch to use more pauses in his speeches.
Two, its not a reminder or recap of FreeSpace 2. It's a speech that gives you the attitude of the GTVA at the start of everything. They lost so much and the only bright point on their horizon is going back to Earth. And we only see it go downhill for there.
-
Is the title text in the opening sequence - Blue Planet: Age of Aquarius - supposed to appear in the top-left corner of the screen?
I was wondering about that, too. It looks a little strange put right at the left edge. There should be at least some space in between, in my humble opinion.
The opening is there because we were so tired of seeing the FS2 intro pop up and we wanted something with some pretty BP music.
I know that feeling. It's nothing but annoyinger after the first 132468527 times. That is why I just renamed the intro sequences so they don't show up. ;)
-
The opening is there because we were so tired of seeing the FS2 intro pop up and we wanted something with some pretty BP music.
:yes: :yes: It's not that annoying for regular players, but modders tend to see it a lot, especially when tabling something new.
-
I'm pretty sure the AoA title text is the same place it's been since the campaign was first released in '07 or '08 or whenever it was.
-
So, I've been trying to compile the patched code you all say to use on Linux, and I'm running into some issues. The trivial ones first:
- People looking to patch the code should make sure you're using patch with the --binary option, otherwise it'll barf on the .vcproj files (probably because they're using Windows newlines).
- There appears to be C++11 code in the patch, which means g++ won't compile it without using the -std=c++11 or -std=gnu++11 compiler directives. This can be done by setting the CXXFLAGS environment variable while configuring makefiles.
...But even if you do both of these things, the code doesn't compile, throwing this error:
globalincs/fsmemory.cpp: In function ‘void* operator new(size_t)’:
globalincs/fsmemory.cpp:6:56: error: declaration of ‘void* operator new(size_t) throw (std::bad_alloc)’ has a different exception specifier
In file included from ./globalincs/pstypes.h:688:0,
from globalincs/fsmemory.cpp:2:
./globalincs/fsmemory.h:8:15: error: from previous declaration ‘void* operator new(std::size_t)’
globalincs/fsmemory.cpp:22:59: error: declaration of ‘void* operator new [](size_t) throw (std::bad_alloc)’ has a different exception specifier
In file included from ./globalincs/pstypes.h:688:0,
from globalincs/fsmemory.cpp:2:
./globalincs/fsmemory.h:12:15: error: from previous declaration ‘void* operator new [](std::size_t)’
I'm using Arch Linux with kernel version 3.6.10-1, gcc version 4.7.2, glib version 2.17. My hardware is a Phenom II 955 with 16 GB RAM. If you need any further details, just ask.
-
People looking to patch the code should make sure you're using patch with the --binary option, otherwise it'll barf on the .vcproj files (probably because they're using Windows newlines).
Utterly irrelevant on Linux, because, well, you arent going to be running those files there anyhow...
There appears to be C++11 code in the patch, which means g++ won't compile it without using the -std=c++11 or -std=gnu++11 compiler directives. This can be done by setting the CXXFLAGS environment variable while configuring makefiles.
Have you set it for the CFLAGS variable as well? if you have differing CFLAGS & CXXFLAGS you better explain yourself.
Also, the command you are using to compile would be nice to have. (the whole ./configure and other stuff) Also, post the WHOLE compilation log.
-
Utterly irrelevant on Linux, because, well, you arent going to be running those files there anyhow...
True enough. I did it so future patches wouldn't complain and give up prematurely.
Have you set it for the CFLAGS variable as well? if you have differing CFLAGS & CXXFLAGS you better explain yourself.
Turns out I didn't. It being a switch for the C++ compiler, I figured I could get by without it there. Plus, the error's in a C++ source file anyway. Nevertheless, I added it, and there was no change.
Also, the command you are using to compile would be nice to have. (the whole ./configure and other stuff) Also, post the WHOLE compilation log.
Fair enough, here's what I did.
I started by checking out rev 9470 of the antipodes build:
svn co svn://svn.icculus.org/fs2open/branches/antipodes/ -r 9470
Then I copied the patch from the download to the antipodes directory, changed to the antipodes directory and applied it :
patch -p0 --binary < BP.patch
Since there was no configure command, I ran autogen.sh in the directory, and then reconfigured it to add in the C++11 switch:
CFLAGS="-std=c++11" CXXFLAGS="-std=c++11" ./configure
And then I ran make, with no options. And this (http://pastebin.com/2n0h0nSm) is what comes out.
Hope this helps.
-
i have no idea then, as everything seems to be in order. time to wait for a coder i guess :D
for the record, i know it compiled fine for TAP builds which use the BP patches, but that was on gcc-4.5.4 and i'm not sure if there are differences between that patch and the patch distributed for this.
i'm not willing to test with 4.7 on gentoo yet, but i'll give it a try later with the gcc-4.6.3 once i get the AoA files down.
-
Aesaar - I forgot to mention, the Belles a beaut. I love the way you managed the frontal curve and rear blockiness.
-
Are the old pilots files of AoA and WiH lost? Do we have to replay WiH act1 and 2? I also noticed that my Hud is now completly green, is it possible to restore the original FS2 Hud Colour Settings?
Thanks
-
Are the old pilots files of AoA and WiH lost? Do we have to replay WiH act1 and 2? I also noticed that my Hud is now completly green, is it possible to restore the original FS2 Hud Colour Settings?
Thanks
These builds use the new pilot code, so while your old pilot files are still available if you use an old build, you'll have to start fresh. But Act 3 (when released) will be its own campaign file, and you can jump right in there.
HUD color should be configurable somewhere in the options menus.
-
So I gather that you are skipping War in Heaven 2 to go directly to 3.
Either that or you have successfully confused me with all the crazy numbering.
-
So I gather that you are skipping War in Heaven 2 to go directly to 3.
Either that or you have successfully confused me with all the crazy numbering.
I'm wondering if it's meant to be Blue Planet 3 - War in Heaven Act 2
-
So I gather that you are skipping War in Heaven 2 to go directly to 3.
Either that or you have successfully confused me with all the crazy numbering.
The first release of WiH contained two acts. I can't remember the titles, but they're on the loading screens. The second release, which will (presumably) be known as WiH2, will contain the third act of the story.
(At least, that's how I understood the announcement.)
-
Yes, WiH2 is really WiH Act 3.
-
So I gather that you are skipping War in Heaven 2 to go directly to 3.
Either that or you have successfully confused me with all the crazy numbering.
Please read the thread! In the very first post it says that they're releasing Act 3 of WiH, not BP3. WiH is and always has been BP2. We're still on BP2.
-
Act I: Chrysalis
Act II: Apotheosis
Act III: Tenebra
First release of WiH contains Act I and Act II. Second release will contain Act III... Moment. WiH will be a trilogy, or you're making also Act IV?
-
There are 2 more acts to follow, and we're working on them at the moment. We just thought that releasing the stuff we have finished and polished enough would be a nice thing to do.
-
Our plan was to release Blue Planet like this:
Blue Planet 1 (released)
Blue Planet 2 R1 (acts 1 + 2) (released)
Blue Planet 2 R2 (acts 3, 4, 5)
Blue Planet 3
Unfortunately our progress on BP2 R2 has been slower than we'd like. We think it's really important to keep momentum going in terms of releases, so we're releasing Blue Planet 2 Act 3. Blue Planet 2 Acts 4 and 5 are still WIP. Then there's BP3.
I know, it's confusing and it sucks we don't have more to ship. But we thought people would rather have a modest amount to play now than a huge amount to play who-knows-when.
When BP2 is done it'll look like this:
Act I: Chrysalis
Act II: Apotheosis
Act III: Tenebra
Act IV: War in Heaven
Act V: Revenant
-
There's also a lot of big story content in this release, and the forum discussion has been so excellent we thought people deserved more to work with.
-
There's also a lot of big story content in this release, and the forum discussion has been so excellent we thought people deserved more to work with.
:yes:
-
So, I finally decided to re-play AoA with the update, but Im getting these 3 errors:
A mainhall with the name 'BP1-Start' already exists. All mainhalls must have unique names.
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
<no module>! <no symbol>
A mainhall with the name 'BP1-Middle' already exists. All mainhalls must have unique names.
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
A mainhall with the name 'BP1-End' already exists. All mainhalls must have unique names.
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
I get this error whenever I return to the mainhall (on startup, I get no errors at all).
Debug log : http://pastebin.com/Xs4a5zDr (http://pastebin.com/Xs4a5zDr)
-
-reparse_mainhall
This flag. Why do you have it on?
-
Something is wrong with the 7z package.
Have downloaded the non-executable archive (for Linux/MacOS) from FSMods, and getting the files and folder structure but all zero kb files.
Fixed by upgrading to a newer 7zip Mac decompresser, Keka
-
Once again I'm far too stupid to follow instructions...
bp-shp.tbm(line 222):
Error: Required token = [#End], [$Subsystem:], [$Name], or [$Template], found [$Glowpoint overrides: ( "red_glo].
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_14_DEBUG.exe! Error + 229 bytes
fs2_open_3_6_14_DEBUG.exe! error_display + 341 bytes
fs2_open_3_6_14_DEBUG.exe! required_string_4 + 388 bytes
fs2_open_3_6_14_DEBUG.exe! parse_ship_values + 22223 bytes
fs2_open_3_6_14_DEBUG.exe! parse_ship + 1013 bytes
fs2_open_3_6_14_DEBUG.exe! parse_shiptbl + 374 bytes
fs2_open_3_6_14_DEBUG.exe! parse_modular_table + 267 bytes
fs2_open_3_6_14_DEBUG.exe! ship_init + 578 bytes
fs2_open_3_6_14_DEBUG.exe! game_init + 1645 bytes
fs2_open_3_6_14_DEBUG.exe! game_main + 519 bytes
fs2_open_3_6_14_DEBUG.exe! WinMain + 330 bytes
fs2_open_3_6_14_DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_14_DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
[attachment deleted by a basterd]
-
Yes, you are. As the release post states
Make sure that you're using the builds provided in the download. 3.6.14 or 3.6.15 builds WILL NOT WORK. You have been warned.
-
Uh, so I gues you mean talking about the executable with the (BP) in its name, but then it tells me something about antipodes not working anymore.
Do you want another log?
Edit: This is odd, running the debug version the game starts fine, using the normal version it crashes on start.
-
-reparse_mainhall
This flag. Why do you have it on?
When the hell did I turn that thing on? Strange...
Anyway unticking it resolves the problem, so thanks!
-
Uh, so I gues you mean talking about the executable with the (BP) in its name, but then it tells me something about antipodes not working anymore.
Do you want another log?
Edit: This is odd, running the debug version the game starts fine, using the normal version it crashes on start.
Please post a log.
-
Ok, starting the first mission, the game crashed in debug mode and while loading it showed errors about a corvette and the bellerophon.
Heres the log:
[attachment deleted by a basterd]
-
OpenGL Renderer : ATI Radeon HD 4800 Series
OpenGL Version : 2.1.8787
That can't be right. Are you quite sure you have the correct drivers for your card installed?
Regarding the Bellerophon model, please use this one instead:
http://blueplanet.fsmods.net/corvette3t-03.7z
-
Uh, so I gues you mean talking about the executable with the (BP) in its name, but then it tells me something about antipodes not working anymore.
Do you want another log?
Edit: This is odd, running the debug version the game starts fine, using the normal version it crashes on start.
Interesting. Does your computer use GPU switching by any chance?
I had a similar problem when I first tried to run the 3.6.17_BP executable. The standard one would not start at all, whereas the debug version would start FS2 and load the mainhall, but would crash upon loading a mission. The problem was resolved after I told my graphics driver utility to run the standard executable with my graphics card rather than with my motherboard's integrated graphics chip.
With all previous Windows builds of FS2 open, I can run executables with the internal chip, albeit with low in-mission performance.
-
Given that even the supposedly working debug build shows that the GPU drivers are severely out of date, I doubt it.
-
Uh, using the "devicemanager", my system told my radeon is using the latest driver...but then again, something can't possibly be right...
-
On a side note, the Bellerophon doesn't appear to have the glowpoint lights defined in the .pof (or table? which are we using now anyway?)
-
Uh, using the "devicemanager", my system told my radeon is using the latest driver...but then again, something can't possibly be right...
That's because the device manager only checks whether you have the latest drivers stored in Windows Update installed. Those are not, I repeat NOT updated with any regularity, and are only there to provide basic functionality. What you need to do is go to the AMD site (http://support.amd.com/de/gpudownload/Pages/index.aspx), and get the actual drivers as published by AMD.
On a side note, the Bellerophon doesn't appear to have the glowpoint lights defined in the .pof (or table? which are we using now anyway?)
The tbl ones. And that's just Matthegeek's fault for being away during the release push :P They'll be added later.
-
Yeah, the driver I used was from 2009, now I installed one from december 2012, the Bellerophon is in bp/data/models...restarting the game.
Something is still not working as intended.
[attachment deleted by a basterd]
-
Something is wrong with the 7z package.
Have downloaded the non-executable archive (for Linux/MacOS) from FSMods, and getting the files and folder structure but all zero kb files.
Still having this issue Echelon?
-
Love the new effects and the sexy new models but i seem to be having a small problem, played through AOA fine, but when i try and play WIH in the first mission, my framerate drops to 10 when ships start firing. but when nothing is going, ie no combat my fps go back to 60. I am not using the adv visuals vp because at first i thought that was the problem so i removed it but i still have the same problem.
I have the latest drivers for my radeon HD 6670 and can run games like skyrim, ME 3, borderlands 2 etc with everything turned to full without any fps drops.
this is my comp spec
Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz (8 CPUs), ~3.4GHz
8192MB RAM
radeon HD 6670
2 terabyte harddisk
-
Set -shadow_quality 0 and disable vsync, should fix it
-
Yeah, the driver I used was from 2009, now I installed one from december 2012, the Bellerophon is in bp/data/models...restarting the game.
Something is still not working as intended.
I still have problems, any idea?
-
The graphics card isn't top seed, but shouldn't go down like that. I will try to reproduce this effect with my 6850 later this day.
-
I still have problems, any idea?
The same problems? Or other ones? The log shows only a warning (and you know you can click through those, right?).
-
Cheers, battuta what a difference that has made, fps has jumped up to 125! cheers :)
-
Cheers, battuta what a difference that has made, fps has jumped up to 125! cheers :)
These new builds have weird issues on ATI cards if vsync or shadows are enabled. We should probably set both of those off by default.
-
@starbug: I wonder why your FPS dips so low though. I have an inferior rig to yours (Phenom II X4 @3.00ghz; HD 5770; 8 Gigs Ram) and I ran through WiH's first mission with the lowest fps of around 27. This is with -shadow_quality 2, -fxaa_preset 9, and everything else pretty much on max (VSync active too).
-
I still have problems, any idea?
The same problems? Or other ones? The log shows only a warning (and you know you can click through those, right?).
Oh, my bad, the game works, just wanted to be sure that the warning is realy about the missing textures.
Thank you good sir. :)
-
The warning you did get was about something even more trivial than missing textures.
-
Yeah, but even this warning doesn't show up anymore.
God how I have missed playing BP and how I'm angry with myself about lacking skills with blender, PCS2 and so on :D
-
I wonder why your FPS dips so low though. I have an inferior rig to yours (Phenom II X4 @3.00ghz; HD 5770; 8 Gigs Ram) and I ran through WiH's first mission with the lowest fps of around 27. This is with -shadow_quality 2, -fxaa_preset 9, and everything else pretty much on max (VSync active too).
@Crybertrance: I have no idea, but for some reason on the HD6670 i have always had problems with older games, new ones run like a dream but older ones like freespace and Knights of the old republic etc i have always had framerate issues
-
Something is wrong with the 7z package.
Have downloaded the non-executable archive (for Linux/MacOS) from FSMods, and getting the files and folder structure but all zero kb files.
Still having this issue Echelon?
Yes, unfortunately. Have tried with a different Mac 7zip decompresser (7zx) and still seeing the same problem.
I don't suppose any Linux users have tried? Is there a command line equivalent of untar -xvzf that support 7zip?
-
My download worked OK. tar doesn't have a plugin for 7z as far as I know. I generally install a package called something like 7z / 7z-full / p7zip to handle 7z's.
-
Cheers, battuta what a difference that has made, fps has jumped up to 125! cheers :)
These new builds have weird issues on ATI cards if vsync or shadows are enabled. We should probably set both of those off by default.
I'm having no issues with either of those on a Radeon 6950. Not sure if that's actually useful information for you, just thought I'd post in case you're trying to narrow down a problem.
-
Your use of <unordered_map> is making the patched version of Antipodes impossible to compile on Linux with newer versions of gcc.
-
Your use of <unordered_map> is making the patched version of Antipodes impossible to compile on Linux with newer versions of gcc.
And I can fix that how....? That's a serious question, as a windows-only developer, I don't know how to fix this.
-
Just remove this from the patch, or ifdef it out if __GNUC__ is defined. I'm not sure what to do to make it compatible with OSX (if indeed anything needs doing at all).
Index: code/globalincs/vmallocator.h
===================================================================
--- code/globalincs/vmallocator.h (revision 9480)
+++ code/globalincs/vmallocator.h (working copy)
@@ -8,6 +8,7 @@
#include <map>
#include <string>
#include <queue>
+#include <unordered_map>
#if defined __GNUC__
#define GCC_VERSION (__GNUC__ * 10000 + __GNUC_MINOR__ * 100 + __GNUC_PATCHLEVEL__)
-
Trying to run on the regular BP build tells me that Antipodes has crashed. Running on the debug build, the game locks up every time I try to load the Bellerophon (yes, I am using the model posted earlier in this thread.)
[attachment deleted by a basterd]
-
-novbo
-disable_fbo
-no_glsl
I'd worry about these. Maybe turn them off?
Also try switching to 32 bit color.
-
Trying to run on the regular BP build tells me that Antipodes has crashed. Running on the debug build, the game locks up every time I try to load the Bellerophon (yes, I am using the model posted earlier in this thread.)
The game is creating cache files for the new Bellerophon model. This takes some time, during which the game will be unresponsive, but not dead. Do not interrupt this process.
And yes, the flags Battuta mentioned should not be necessary (although the GPU you are using is a bit on the old side). Are you sure you're using the correct drivers for it?
-
Just remove this from the patch, or ifdef it out if __GNUC__ is defined. I'm not sure what to do to make it compatible with OSX (if indeed anything needs doing at all).
Index: code/globalincs/vmallocator.h
===================================================================
--- code/globalincs/vmallocator.h (revision 9480)
+++ code/globalincs/vmallocator.h (working copy)
@@ -8,6 +8,7 @@
#include <map>
#include <string>
#include <queue>
+#include <unordered_map>
#if defined __GNUC__
#define GCC_VERSION (__GNUC__ * 10000 + __GNUC_MINOR__ * 100 + __GNUC_PATCHLEVEL__)
I tried that, and I'm still getting the same error I got before (http://pastebin.com/2n0h0nSm).
-
You're still compiling with -std=c++11. The patch lets you compile without that flag, so take it out of your CXXFLAGS.
-
Did a make clean, reconfigured it, but it still didn't compile. On the off chance I did something weird, I checked out a fresh copy of Antipodes from the head (build 9480 as of this post), applied the modified patch, and compiled without the C++11 flag as you suggested. It works now. Thanks for the help!
-
you might need a "make distclean" to remove all the compiler configuration files before re-running autogen.sh. But hey, your way works too :)
-
Using the new builds for AOA I have been having an issue that I'm not sure was intended or if there is a setting that can be adjusted. When a ship jumps in or jumps out the vortex puts out so much light it drowns out all the objects on screen and they turn almost white until it the jump point closes, same with beams. Also the landing bay lights on the raynor and titan turn the entire bay yellow when one flashes. The red marker light on the midships of the Chimera has the center span of the hull constantly a shape of red and then half the ship does the same when it flashes.
Attached below are 3 screens using this new build. Maybe someone has an idea or I missed a setting somewhere. They used to not behave this way during gameplay.
-The first lights1.jpg pay attention to the circled areas. The lights flood the entire area around where they blink and the chimeras have that constant red glow.
-The second and thrid are the chimera and the raynor in the tech database behaving the way they used to and what appears to be more appropriate.
[attachment deleted by a basterd]
-
Something overamplifies your glowpoint lighting. I don't remember which one of the command line flag is responsible, I think it's -spec_point. Try setting it to a low value like 0.1.
-
That did it. Dropped it to 0.5 and it looks pretty good. For some reason the new build exe jacked it up to 8.6(wow).
-
For some reason, firing a long burst of Balor cuts my FPS. In half.
-
Try turning shadows off with -shadow_quality 0 if you haven't already.
-
Done. Still half FPS.
-
That's because of the fact that the Balor spawns a lot of projectiles, which in turn spawn a lot of lights, which all have to be processed.
-
So I have to -nospec?
-
No, it's just a thing where the code has to get optimized a bit.
-
So I'm screwed :(
-
Doubtful that you are screwed, this is still pre-alpha electric boogaloo so far as I can tell.
-
Hi,
I noticed when i play WiH1 with the new BPBuild, the lightning is way darker than before, is this normal?
Must i use new flag settings for the BPBuild and WiH?
Currently my flags are: -spec -glow -env -normal -ambient_factor 75 -spec_exp 11 -spec_point 1.0 -spec_static 1.0 -spec_tube 0.7 -ogl_spec 60 -bloom_intensity 70 -shadow_quality 1
-
Lighting has always been dark in WiH missions. Don't hesitate to crank ambient lighting all the way up to 180 or 200, depending on the missions, if you want to see anything.
-
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAA
this version of blueplanet doesn't have joshua2, the music from the sath fight :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :(
we'll patch it ASAP! campaign ruined!
-
:shaking: :shaking: :shaking: :shaking: :shaking: :shaking: :shaking: :shaking: :shaking: :shaking: :shaking:
WHY!!! OH WHY!!!
:hopping: :hopping: :hopping: :hopping: :hopping: :hopping:
-
Is there a way to tone down the glow points? On the Aurora, I only get about 17 fps in the new BP, whereas on the older BP, I got 60 fps.
-
Is there a way to tone down the glow points? On the Aurora, I only get about 17 fps in the new BP, whereas on the older BP, I got 60 fps.
Have you tried -shadow_quality 0? Add it to your launcher's command line.
-
VALATHIIIIIILLLL!!!
-
@Battuta Yeah I did that already, and it helped a little bit. The glow points really kill my computer though. I went into the F3 tech room and turned off the glow points in the render options and the fps jumped to 30, which is still not the max fps that I had on the older BP, but is still tolerable.
-
Uh oh.
-
What?
-
I don't want a bunch of people to be unable to play on older hardware, especially because of an option that can't be disabled.
-
Luckily I saved the older BP. I just placed the newer one in a different folder, so don't worry too much about it. I was just curious as to whether I could fix it myself.
-
The missing song reminded me of something... have you guys already considered a replacement for the Antarean Theme from AFF? Last time I talked to the team they didn't appreciate having their stuff used on non-AFF material. This came after a bajillion people stole or modified assets from the HW2 mod.
-
We'll contact them right away. Fair use is really important to us.
-
Hi, playing WiH1 with the new BP Build, i get an error during mission "Post Meridian", during the Maxim Strike and right before the end, i tried it several times, always the same error
Cannot find a dock path for ship Indus Alpha 2, dock index 0. Aborting dock.
ntdll.dll! NtWaitForSingleObject + 21 bytes
KERNEL32.dll! WaitForSingleObjectEx + 67 bytes
KERNEL32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_SSE2_BP.exe! <no symbol>
KERNEL32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
-
i thought the general feeling was "never again!" last time you guys released something that required newer than the latest official release?
-
That was the feeling! We didn't anticipate the SCP release cycle being so slow and now our campaign doesn't work on the current stable release or the next planned stable release.
-
Sorry to say, same error twice in "Darkest Hour", don't know if it helps.
-
We're checking it out.
-
Can't repro it. :( Really want to fix it before the Act 3 release in the next day or so.
-
Sorry to say, same error twice in "Darkest Hour", don't know if it helps.
Hey [Wolf]Maverick, are you using one of the new Kentauroi models released by Steve-O in the last couple days?
-
Something is wrong with the 7z package.
Have downloaded the non-executable archive (for Linux/MacOS) from FSMods, and getting the files and folder structure but all zero kb files.
Still having this issue Echelon?
Yes, unfortunately. Have tried with a different Mac 7zip decompresser (7zx) and still seeing the same problem.
I don't suppose any Linux users have tried? Is there a command line equivalent of untar -xvzf that support 7zip?
Managed to uncompress the 7zip archive with a Mac program called Keka. Looks like the other 7z Mac programs haven't been updated in a few years, and for some reason couldn't support the settings used in your compressed archive.
Worth noting this for other Mac users, as Keka is reasonably new but also a very nice piece of software. Gets my recommendation.
-
@General Battuta
No, only the original BP Stuff. As far as i can tell, the error only occurs when i'm flyring really close to a frigate, don't know if this is helpful.
Please don't hesitate to release Act 3 because one guy has an error you can't reproduce :)
-
Just posting my settings, which are based mainly to play BP with. I tried going very dark, light from weapons or natural sources. And highlighting lights on ships for example.
-ambient_factor 35 -ogl_spec 80 -spec_exp 20 -spec_point 1.5 -spec_static 1 -spec_tube 1.5 -no_emissive_light -fxaa_preset 6
Also haven't encountered any issues that I am aware of. Things are fantastic, as always. :)
-
Before playing any missions, I noticed two problems:
- The build that's provided displays an error message saying that there's no disc in the CD drive. I am able to click "continue" to play the game, but this message gets annoying.
- The problem mentioned in this thread (http://www.hard-light.net/forums/index.php?topic=79688.0) still isn't fixed. Here are links to the fixed files:
Blue Planet 1 species.tbl fix (http://dl.dropbox.com/u/89353583/FreeSpace/Blue%20Planet/species-fix-bp1.zip)
Blue Planet 2 species.tbl fix Looks like this one has been fixed. However, species.tbl in BP: AoA still has undisplayable non-ASCII punctuation.
-
Is there any way to turn off the lighting setting that makes each primary bolt a lightsource? Simply firing weapons near a ship drops my framerate by half at best (in addition to a consistent 20fps hit compared to older builds) using this build. My machine's kind of old and not great by today's standards, but I can run the 3.6.15 nightlies just fine. That said, the still images that result are really nice, if unplayable. :p
I love the new intro "cutscene", it adds a lot.
-
Is there any way to turn off the lighting setting that makes each primary bolt a lightsource? Simply firing weapons near a ship drops my framerate by half at best (in addition to a consistent 20fps hit compared to older builds) using this build. My machine's kind of old and not great by today's standards, but I can run the 3.6.15 nightlies just fine. That said, the still images that result are really nice, if unplayable. :p
I love the new intro "cutscene", it adds a lot.
In whichever launcher you're using, add -spec_point # to your custom flags, it sets how much light is generated by your primaries. The default value is 1 (i.e -spec_point 1) so try lowering it down to something like -spec_point 0.5 and see how much that helps.
-
Lowering that changes the brightness of the lights, but I think my computer is choking on the number of them. For example, a Balor being fired near a destroyer (first mission) brings me from 30 to 15 fps, but the Prometheus stays in the mid 20s (fewer shots).
-
Lowering spec_point won't do a thing, the engine's still doing the same calculations anyway. Setting it to 0 might work if the code's smart enough to realise it doesn't need to bother with weapon lighting.
-
I'm having the same problem as Solatar, and my fps drops from 30 to 10 at the lowest.
-
There is currently no way we can turn that off and nothing we can do about it. What we can do is try building new builds without that lighting code after release, and testing on those.
-
I can live with that. I figured as much, but I thought I'd ask in case I had overlooked something.
-
I get drops from 60 to 30 or 15 with just four Myrmidons shooting Balors and I'm on a monster rig. This is clearly an issue to watch out for.
-
I've encountered another problem with this new update. Going to try and fraps it but usually with a cap ship nearby on the screen everything with the exception of the hud itself goes black until I turn away. This isn't with any specific cap ship. This is all cap ships. GTX580 with the latest nvidia drivers.
-
Those of you having FPS issues with the new lighting, try turning down lighting detail on the in-game options menu. Go to minimum, work up from there.
-
Just for your information, I only get minor fps drops if there is much action and lights, so no problem here and i have an old system too. Amd2+ 3x2.4GHz, Ati 4870, 8 GB RAM and i'm playing on full hd, with maximum AA etc. but without shadows, so its not old hardware per se
-
I got the blacking out problem on fraps. The link below in the video which I uploaded to youtube.
http://youtu.be/djBvXLdYtfU (http://youtu.be/djBvXLdYtfU)
This is with BP2.
C:\Games\FreeSpace2\fs2_open_3_6_17_SSE2_BP.exe -mod blueplanet2,blueplanet,mediavps_3612 -missile_lighting -3dshockwave -soft_particles -fxaa -no_vsync -dualscanlines -targetinfo -ship_choice_3d -weapon_choice_3d -3dwarp -warp_flash -snd_preload -mipmap -ambient_factor 70 -spec_exp 8.2 -spec_tube 1.0 -spec_point 0.5 -spec_static 3.5 -spec -glow -env -mipmap
-
Please follow this guide (http://www.hard-light.net/forums/index.php?topic=56279.msg1180359#msg1180359) to produce an fs2_open.log. Please make sure to reproduce the issue while using the debug build.
-
Those of you having FPS issues with the new lighting, try turning down lighting detail on the in-game options menu. Go to minimum, work up from there.
This worked like a charm. Only problem is that it also apparently turned normal mapping off. Oh well, beggars can't be choosers.
-
Well, I'll try and see if I can get this whole thing to be a bit more efficient. The lighting detail slider should be more useful, or more nuanced in its approach, and it should not determine the use of normal maps.
-
Attached is the requested log file.
[attachment deleted by a basterd]
-
Can you reproduce the problem with the new builds that just shipped with Act 3?
-
Reducing lighting quality to zero in the options menu makes it look like crap (indeed seems to remove normal maps), but more importantly it's playable again. Thanks for the suggestion.
-
The same problem persists with the lastest release. I even went so far as to completely delete all traces of BP from my FreeSpace 2 folder and installed fresh. The problem isn't as bad but it still is a frequent occurance.
-
The same problem persists with the lastest release. I even went so far as to completely delete all traces of BP from my FreeSpace 2 folder and installed fresh. The problem isn't as bad but it still is a frequent occurance.
Have you tried switching of postprocessing-related stuff, disabling GLSL, or disabling VBO?
-
I never use post processing because it makes everything so dark I can't see anything. All of this started with the change to the fs2_open_3_6_17_SSE2_BP.exe update. No problems at all before.
-
I never use post processing because it makes everything so dark I can't see anything. All of this started with the change to the fs2_open_3_6_17_SSE2_BP.exe update. No problems at all before.
You've got FXAA turned on, though, which is executed through postprocess. I don't know whether it actually operates with postprocessing off, but try switching that off too.
The big change in the new builds you're using is the new deferred lighting system. Why exactly this would cause the issue you're seeing, though, isn't totally apparent to me. Do you mind using the same build, but playing the regular FreeSpace 2 campaign, with or without the MediaVPs? This'll let us know if it's something in the BP data causing the problem for you, or something in the build.
Because this error is somehow peculiar to your software or hardware setup, do you also mind making sure all your drivers are up to date? Hopefully we can close in on what's doing this.
-
I think it's a safe bet that anything short of introducing space jar-jar will be met with unanimous praise. Even salty needs a while to nitpick.
Nitpicking, as there aren't major flaws to be found. :) Done out of love and intense interest and curiosity, however ineptly/poorly executed.
---
I switch off to get through a nasty meat grinder period in my life, and one day QD posts the first part of his playthrough of Act 3, and my eyebrows raise several inches. Very much looking forward to playing through it soon--from what little I've already seen (mainly on a few threads in the forums), some really technical marvels have been pulled off on top of the actual content update--and if WiH's first two acts are any indication, the BP team has crafted another masterpiece.
(If Calder or Netreba shouts "STEEEEEELE!" at any point in Act 3, I'll have to figure out a way to stop smiling and laughing at the sheer awesomeness...hell, if ANYONE shouts it, it'll be a treat. Similarly, I really hope to see Steele say something like "Just as planned" at some point. Bonus points for the latter provoking the former.)
-
Are there recommended lighting settings for WIH? My graphics card is a Ge Force GTS 250.
Currently I'm using -ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5
-
As is highlighted in the install post, you'll want your -spec_point down around 0.3 or something
-
Small heads up: none of the individual-download packs for the AoA re-release includes a mod.ini or launcher picture.
-
Do you mind using the same build, but playing the regular FreeSpace 2 campaign, with or without the MediaVPs? This'll let us know if it's something in the BP data causing the problem for you, or something in the build.
Because this error is somehow peculiar to your software or hardware setup, do you also mind making sure all your drivers are up to date? Hopefully we can close in on what's doing this.
I will try that when I get the opportunity and let you know. As far as drivers. They are the latest nvidia drivers from their sight. I did a driver update when the problem originally came up with no change.
-
Do the custom flags override the generated ones in wxLauncher? If not, how do I modify the flags?
-
Do the custom flags override the generated ones in wxLauncher? If not, how do I modify the flags?
the last flag on the commandline is the one that gets used, the preceding ones are ignored, i think.
also, as a general note, the BP patch does not apply to latest antipodes. if you are getting patching failures on files other than the vxproj/vcproj files, revert the antipodes to r9504 and patch that.
(i used it on 9504 that is, dunno with which others it works, but i think one of the trunk sync's after broke it)
-
Additional Linux compile instructions are on the way.
Since the way appears to be quite long, I took the liberty of writing my own :)
Linux: Compiling FSO for BP in 12 easy steps
(Note for Linux users: feel free to improve or correct me where appropriate)
(Note for non-Linux users: no it's not cumbersome. The Windows instructions (http://www.hard-light.net/forums/index.php?topic=82688.msg1479356#msg1479356) have over 20 steps and take way longer to complete :P)
1. Open a terminal; on Ubuntu and its brethren, Ctrl-Alt-T should do it.
2. Install the required dependencies (http://www.hard-light.net/wiki/index.php/Fs2_open_on_Linux/Installing_the_Development_Libraries) for your system
3. Install SVN if you don't have it yet. On Ubuntu, Mint and other Debian-based systems, the command is sudo apt-get install subversion
4. Go to the place where you want to put the FSO code: cd ~/directory/to/put/the/code
5. Check out the code: svn checkout svn://svn.icculus.org/fs2open/branches/antipodes (a ./antipodes directory will be created, containing all of the required code).
6. Get the most recent version of the patch from here (http://www.hard-light.net/forums/index.php?topic=83318.0); extract the file BP.patch to somewhere near your checked-out code.
7. Open BP.patch (any old text editor will do); line 3 should end with (revision 9485). The number (here 9485) is important.
8. Go inside the directory you checked out: cd antipodes
9. Update your code to the version against which the patch was generated: svn update -r 9485 (replace 9485 with the number from step 7).
10. Apply the patch: svn patch ~/path/to/BP.patch
11. Configure the build files with ./autogen.sh - build the code with make
12. Copy the ./code/fs2_open_3.6.17 file to your FSO directory, select it in wxLauncher and you're good to go!
-
Since the way appears to be quite long, I took the liberty of writing my own :)
nice work :yes:
-
Do the custom flags override the generated ones in wxLauncher? If not, how do I modify the flags?
There's a button to turn off the lighting preset and copy the current settings to the custom flags. Use that.
-
Do the custom flags override the generated ones in wxLauncher? If not, how do I modify the flags?
the last flag on the commandline is the one that gets used, the preceding ones are ignored, i think.
also, as a general note, the BP patch does not apply to latest antipodes. if you are getting patching failures on files other than the vxproj/vcproj files, revert the antipodes to r9504 and patch that.
(i used it on 9504 that is, dunno with which others it works, but i think one of the trunk sync's after broke it)
Confirmed. The last flag overrides the preceding ones.
Also, I never quite understood .patch files. Are they used to generate complete .exe builds or can they be used to add to the existing builds? I know this isn't the right thread to ask to is there a thread that tells me about patch files?
-
Also, I never quite understood .patch files. Are they used to generate complete .exe builds or can they be used to add to the existing builds? I know this isn't the right thread to ask to is there a thread that tells me about patch files?
Patch files contain information about all the changes from the source code in the SCP code repository. A coder can get the "official" code from the SCP svn, apply the patch, and then build his own BP builds. (In short, it's one of those "if you do not know about them, they're useless to you" kind of deals.
-
Additional Linux compile instructions are on the way.
Since the way appears to be quite long, I took the liberty of writing my own :)
Linux: Compiling FSO for BP in 12 easy steps
(Note for Linux users: feel free to improve or correct me where appropriate)
(Note for non-Linux users: no it's not cumbersome. The Windows instructions (http://www.hard-light.net/forums/index.php?topic=82688.msg1479356#msg1479356) have over 20 steps and take way longer to complete :P)
1. Open a terminal; on Ubuntu and its brethren, Ctrl-Alt-T should do it.
2. Install the required dependencies (http://www.hard-light.net/wiki/index.php/Fs2_open_on_Linux/Installing_the_Development_Libraries) for your system
3. Install SVN if you don't have it yet. On Ubuntu, Mint and other Debian-based systems, the command is sudo apt-get install subversion
4. Go to the place where you want to put the FSO code: cd ~/directory/to/put/the/code
5. Check out the code: svn checkout svn://svn.icculus.org/fs2open/branches/antipodes (a ./antipodes directory will be created, containing all of the required code).
6. Get the most recent version of the patch from here (http://www.hard-light.net/forums/index.php?topic=83318.0); extract the file BP.patch to somewhere near your checked-out code.
7. Open BP.patch (any old text editor will do); line 3 should end with (revision 9485). The number (here 9485) is important.
8. Go inside the directory you checked out: cd antipodes
9. Update your code to the version against which the patch was generated: svn update -r 9485 (replace 9485 with the number from step 7).
10. Apply the patch: svn patch ~/path/to/BP.patch
11. Configure the build files with ./autogen.sh - build the code with make
12. Copy the ./code/fs2_open_3.6.17 file to your FSO directory, select it in wxLauncher and you're good to go!
Thank you for providing instructions for Linux users! I have a bit of a noob question though, SVN doesn't recognise the command "svn patch", and it's not listed in the help file either. I don't use SVN much, what am I doing wrong?
-
Thank you for providing instructions for Linux users! I have a bit of a noob question though, SVN doesn't recognise the command "svn patch", and it's not listed in the help file either. I don't use SVN much, what am I doing wrong?
Hmm, are you sure you're calling it from inside the antipodes directory? Could you post your exact command-line input and the response it gives?
-
Scratch that, found the issue already:
Looking at the SVN docs, "svn patch" is a new feature in svn version 1.7. The Ubuntu 12.04 repositories only have version 1.6, so I had to build subversion from source. What a pain.
After that, everything went fine. Played blue planet a bit, seems to work alright. Looks neat, framerate is a bit low occasionally, but I'm not complaining.
Thanks for the instructions, they set me on the right track.
-
Do you mind using the same build, but playing the regular FreeSpace 2 campaign, with or without the MediaVPs? This'll let us know if it's something in the BP data causing the problem for you, or something in the build.
Because this error is somehow peculiar to your software or hardware setup, do you also mind making sure all your drivers are up to date? Hopefully we can close in on what's doing this.
I will try that when I get the opportunity and let you know. As far as drivers. They are the latest nvidia drivers from their sight. I did a driver update when the problem originally came up with no change.
I'm having the same problem with Catalyst 11.12. It doesn't seem necessarily tied to capships; looking at the fleet in Universal Truth was fine but it blacked out when facing an incoming bomber wing.
I suspect it has something to do with the lighting code, as in Fallen Angel the blackout only occurred when the Sathanas opened fire, but not before when it and the Keeper were onscreen and not after the Keeper exploded.
Haven't had the opportunity to check with just MediaVPs yet--hang on.
e: ran through Massive Battle 2 and Grizzly Bearbaiting on MVPs without issue. Seems specific to BP. Also, even though I said I suspect the lighting code, changing the lighting detail has no effect.
-
Welp uh oh
-
Hi.
Code compiles well but doesn't start at all (Even without any cmd opt.). Debug build starts OK with mod BP, with mod BP2 crashes immediatelly. Log is attached. Any ideas?
Where can I get actual checksums for vp files? On http://www.hard-light.net/forums/index.php?topic=70511.0 (http://www.hard-light.net/forums/index.php?topic=70511.0) are fs2_open.log checksums for 3.6.14 Release Build, not for 3.6.17, so I cannot verify file corruption.
[attachment deleted by a basterd]
-
You are using an Intel HD chip. You need to run the executable with -no_glsl, as those chips are too crap to handle the shaders we're using.
Secondly, all BP parts require the MediaVPs, so in order to start AoA, you need to use -mod blueplanet,mediavps_3612
WiH requires both AoA and the MVPs, so the -mod commandline should read -mod blueplanet2,blueplanet,mediavps_3612
-
Thanks for your answer.
Regular build crashes anyway:
[nabuko@nabuko mediavps_3612]$ ./fs2_open_3.6.17 -no_glsl -mod blueplanet2,blueplanet,mediavps_3612
ATTENTION: default value of option force_s3tc_enable overridden by environment.
Neoprávněný přístup do paměti (SIGSEGV) (core dumped [obraz paměti uložen])
System log says Jan 14 17:45:39 nabuko kernel: [ 6998.810555] fs2_open_3.6.17[1287]: segfault at 70 ip 00000000004c9a78 sp 00007fff57afc8e0 error 4 in fs2_open_3.6.17[400000+5c0000]
On the other hand ./fs2_open_3.6.17_DEBUG -no_glsl -mod blueplanet2,blueplanet,mediavps_3612
works.
I haven't checked any other cmd options yet.
-
I haven't checked any other cmd options yet.
... is there a reason you're not using the launcher (http://www.hard-light.net/forums/index.php?topic=67950.0)?
-
Welp uh oh
It may help to note that parts, but not all, of the GUI black out. See attached. Not pictured is that normal comms also black out, but internal dialogue (I can't feel my body, etc.) is fine.
e: found that in WiH, the HUD sometimes disappears without the whole screen blacking out, though the latter does still happen.
[attachment deleted by a basterd]
-
... is there a reason you're not using the launcher (http://www.hard-light.net/forums/index.php?topic=67950.0)?
Yes: Info from Arch linux AUR package. (https://aur.archlinux.org/packages/wxlauncher/)
I haven't digged for details but it does not work as expected because it allows to select either mod or executable, not both at once.
Actually simple symbolic link helps to see both mods and executable at the same time but no build starts for me this way even with the same cmd options as in previous post.
-
Did more testing with the blackscreen bug. Log from A Time for Heroes attached. Problems seem to coincide with vm_forward_interpolate errors.
Also, interestingly, it only happens in first-person view, never third-person.
Still trying to replicate outside of BP.
[attachment deleted by a basterd]
-
@pim: what CXXFLAGS are you compiling FSO with? There's been one reported case of -O3 causing some issues, so perhaps just try with -O2 and not much else? (also, DEBUG should force -O0 to make debugging easier, which may be related).
-
So I gave this a shot and this (http://nohiki.ic.cz/gallery/screen0002.png) happened. 1st contact mission with the vishnans, 1st part with just the fighters. It's the all in one installer version downloaded today.
-
yeah that happened for me as well, but the next mission uses the same skybox and it was ok on that one.
-
@EvidenceOfFault:
Did you install subversion with
./configure --with-ssl --enable-javahl --with-jdk=/usr/lib/jvm/java-6-openjdk
or
./configure --with-ssl --enable-javahl --with-jdk=/usr/lib/jvm/java-7-oracle
-
@EvidenceOfFault:
Did you install subversion with
./configure --with-ssl --enable-javahl --with-jdk=/usr/lib/jvm/java-6-openjdk
or
./configure --with-ssl --enable-javahl --with-jdk=/usr/lib/jvm/java-7-oracle
Seems I did neither. I can't remember giving ./configure any java-related parameters, and the logfile seems to support my memory. Eh, what does it need java for anyway?
-
@pim: what CXXFLAGS are you compiling FSO with? There's been one reported case of -O3 causing some issues, so perhaps just try with -O2 and not much else? (also, DEBUG should force -O0 to make debugging easier, which may be related).
Sorry for delayed answer. I was in the mountains.
I used defaults: CXXFLAGS="-march=x86-64 -mtune=generic -O2 -pipe -fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2"
I may try some modifications.
Update:
No change of beahviour when changed the -O2 to -O0. Also any other changes of compilation flags didn't have any positive effect.
It is probably not connected but DEBUG build works well till mission "One Future" when it always crashes few seconds after begining with debug message ASSERTION FAILED: "!(Ship_info[shipp->ship_info_index].flags & SIF_NOT_FLYABLE)" at mission/missionmessage.cpp:1863