Hard Light Productions Forums

Hosted Projects - FS2 Required => Blue Planet => Topic started by: The E on January 07, 2013, 02:25:56 pm

Title: The Blue Planet build repository
Post by: The E on January 07, 2013, 02:25:56 pm
Being the place I will use to bring updated builds to you.

These are the most recent builds:

WINDOWS: http://blueplanet.fsmods.net/BP%20Builds%2014122013.7z
MacOS 10.6 and higher: coming soon
LINUX: coming soon

This is the most recent Patch file:

http://blueplanet.fsmods.net/BP.patch

Changes from the last released ones:
-Reworked the behaviour of the "Lighting Detail" setting in the options menu for greater granularity. New settings are like this:
0: Only ambient lighting
1: Ambient and Specular lighting from suns
2: Lights from explosions
3: Lights from damage lightning
4: Glowpoint lights, every second weapon light
5: All lights

-Fixed bug when in no_glsl fallback mode where deferred render functions were called despite lack of support for deferred rendering

-Fixed bug where red alert data would multiply exponentially

-Fixed bug with difficulty-based damage scaling

EDIT 16th of March, 2013

-Rebased the patch to FSO trunk

-Updated to trunk revision 9584

EDIT 11th of July, 2013

-Updated to trunk revision 9724

EDIT 19th of October, 2013

-Updated to trunk revision 9960

EDIT 2nd of November, 2013

-Update to trunk revision 9997
-This fixes the has-been-tagged-delay bug
-Includes AVX Release builds for FSO and FRED

EDIT 4th of November, 2013

-Update to trunk revision 10009

EDIT 9th of November, 2013

-Update to trunk revision 10035

EDIT 14th if November, 2013

-Update to trunk revision 10060
-Fixes issue with misaligned weapon placement indicators in the loadout screen

EDIT 14th of December 2013

-Update to trunk revision 10223

Included in the archive are Release and Debug builds for FSO and FRED, PDBs for the debug builds, and the patch file that can be used to make your own builds.

IF THESE BUILDS DO NOT WORK FOR YOU
Here's a compatibility package that allows BP to run without special BP builds: http://www.hard-light.net/forums/index.php?topic=83606.0

Follow the instructions there.
Title: Re: The Blue Planet build repository
Post by: Klaustrophobia on January 07, 2013, 04:11:22 pm
if i used the BP complete installer from the WiH release thread, do i have this already or the older one?
Title: Re: The Blue Planet build repository
Post by: General Battuta on January 07, 2013, 04:21:53 pm
An older one - this is an experiment to help out people having performance issues with the new lighting code.
Title: Re: The Blue Planet build repository
Post by: Solatar on January 08, 2013, 05:06:12 pm
I was having issues, and this helped quite a bit. Small, but very useful feature. :yes:
Title: Re: The Blue Planet build repository
Post by: The E on January 13, 2013, 06:58:43 am
UPDATE, 13/01/2013:
-Fixed behaviour for -no_glsl fallback rendering where deferred render functions were called out of sequence
Title: Re: The Blue Planet build repository
Post by: The E on January 13, 2013, 08:46:23 am
-Fixed an issue with weapon lights not rendering
Title: Re: The Blue Planet build repository
Post by: Yarn on January 13, 2013, 04:00:53 pm
If I have accessed a CD or DVD since the last boot-up, the non-debug build displays an error message that says that no disc is in the drive. I can click "cancel" or "continue" to start the game, but force feedback won't work and I will need to click before I can skip the intro; these things don't happen if the message doesn't appear.

I'm using Windows 7 SP1 64-bit, by the way.

[attachment deleted by a basterd]
Title: Re: The Blue Planet build repository
Post by: The E on January 13, 2013, 04:55:47 pm
This is a sideeffect of me making builds with PDB debugging on my D:\ drive. The reason why this happens is that the MSVC compiler embeds the absolute path to the PDB files in the executable, when the exe starts up, the C runtime looks for the pdbs there first. If your system does not have a D:\ drive, or if that letter is assigned to a removable media reader, you get that message. Sorry for the inconvenience, but I blame your weird setup :P
Title: Re: The Blue Planet build repository
Post by: Echelon9 on January 14, 2013, 03:45:56 am
These are the most recent builds:

http://blueplanet.fsmods.net/BP%20Builds%2013012013.7z

This is the most recent Patch file:

http://blueplanet.fsmods.net/BP.patch

This latest patch is causing crashes on Mac when running Icarus, where none were previously occurring. The backtrace is below, plus the fs2open.log

Crash is occurring opengl_shader_get_attribute().

Code: [Select]
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0   FS2_Open (debug)              0x00000001002a46a5 std::basic_string<char, std::char_traits<char>, SCP_vm_allocator<char> >::size() const + 21 (basic_string.h:605)
1   FS2_Open (debug)              0x00000001000108c0 std::basic_string<char, std::char_traits<char>, SCP_vm_allocator<char> >::compare(char const*) const + 32 (basic_string.tcc:933)
2   FS2_Open (debug)              0x0000000100080ee8 opengl_shader_get_attribute(char const*) + 184 (gropenglshader.cpp:724)
3   FS2_Open (debug)              0x0000000100071129 gr_opengl_render_effect(int, vertex*, float*, unsigned int) + 1417 (gropengldraw.cpp:1518)
4   FS2_Open (debug)              0x0000000100144492 geometry_batcher::render(int, float) + 178 (grbatch.cpp:527)
5   FS2_Open (debug)              0x00000001001450b6 batch_render_geometry_map_bitmaps(bool) + 310 (grbatch.cpp:779)
6   FS2_Open (debug)              0x0000000100145332 batch_render_all(int) + 370 (grbatch.cpp:833)
7   FS2_Open (debug)              0x000000010039bb87 obj_render_all(void (*)(object*), bool*) + 1879 (objectsort.cpp:338)
8   FS2_Open (debug)              0x000000010005c49c game_render_frame(camid) + 940 (freespace.cpp:3751)
9   FS2_Open (debug)              0x000000010005e389 game_frame(bool) + 1001 (freespace.cpp:4567)
10  FS2_Open (debug)              0x000000010005f210 game_do_frame() + 272 (freespace.cpp:4954)
11  FS2_Open (debug)              0x00000001000620a3 game_do_state(int) + 339 (freespace.cpp:6652)
12  FS2_Open (debug)              0x0000000100131168 gameseq_process_events() + 296 (gamesequence.cpp:407)
13  FS2_Open (debug)              0x000000010006370d game_main(char*) + 509 (freespace.cpp:7227)
14  FS2_Open (debug)              0x0000000100063b06 SDL_main + 454 (freespace.cpp:7361)


[attachment deleted by a basterd]
Title: Re: The Blue Planet build repository
Post by: Yarn on January 14, 2013, 02:42:21 pm
I found a few more bugs:

[attachment deleted by a basterd]
Title: Re: The Blue Planet build repository
Post by: The E on January 14, 2013, 02:59:45 pm
Second one's a known issue.
Title: Re: The Blue Planet build repository
Post by: Piemanlives on January 16, 2013, 12:38:48 am
Instead of getting an insta-crash I'm now receiving a crash at the pilot selection screen, damn my PC.

Edit: Scratch that I got it to work, lots of missing files and texture errors about but I don't see what it affects really so I just ignore and continue on.
Title: Re: The Blue Planet build repository
Post by: The E on January 16, 2013, 04:55:03 am
Edit: Scratch that I got it to work, lots of missing files and texture errors about but I don't see what it affects really so I just ignore and continue on.

That means that something is really really wrong with your install. Please post a log.
Title: Re: The Blue Planet build repository
Post by: Piemanlives on January 16, 2013, 05:22:47 pm
I have the Large Installer and i'll do that later and install the patch over that, I'll run it in debug after that and post a log later.
Title: Re: The Blue Planet build repository
Post by: Piemanlives on January 16, 2013, 11:05:06 pm
after running in debug mode I received this log

Code: [Select]
Assert: sw->num_objs_hit < SW_MAX_OBJS_HIT
File: shockwave.cpp
Line: 325

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! WinAssert + 208 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! shockwave_move + 841 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! shockwave_move_all + 130 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! game_simulation_frame + 1464 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! game_frame + 475 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! game_do_frame + 231 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! game_do_state + 403 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! gameseq_process_events + 237 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! game_main + 782 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! WinMain + 328 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! __tmainCRTStartup + 283 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! WinMainCRTStartup + 13 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes


this occurred when firing off the artemis sensor scrambler. the game then crashed on me, I was sad :/
Title: Re: The Blue Planet build repository
Post by: Shivan Hunter on January 22, 2013, 02:51:01 pm
by "log" they usually mean run the exe with "DEBUG" in the name, and post the fs2_open.log that appears in your FreeSpace2/data folder.
Title: Re: The Blue Planet build repository
Post by: muha4med on January 25, 2013, 05:00:05 pm
!!! PLZ !!! We all still WAITING the WORKING fs2_open build antipodes !!! PLZ !!!
Title: Re: The Blue Planet build repository
Post by: Black_Yoshi1230 on January 25, 2013, 07:39:44 pm
 ^
 ||

Zuh? I'm guessing he's talking the "Lite" version (no-deferred lighting).

If not... <_<   ->   >_>   ->   (http://i148.photobucket.com/albums/s26/jeremyboycool/facepalm.gif)
Title: Re: The Blue Planet build repository
Post by: Crybertrance on January 26, 2013, 01:32:14 am
!!! PLZ !!! We all still WAITING the WORKING fs2_open build antipodes !!! PLZ !!!

The current build provided is the antipodes 8 build! If you are talking about the "lite" version without deferred lighting, you can disable deferred anyway through the in-game lighting settings.

Oh, and also:

:welcomered:

^
 ||

Zuh? I'm guessing he's talking the "Lite" version (no-deferred lighting).

If not... <_<   ->   >_>   ->   (http://i148.photobucket.com/albums/s26/jeremyboycool/facepalm.gif)


Umm....no need to be so harsh on the new guy. :)
Title: Re: The Blue Planet build repository
Post by: The E on January 26, 2013, 04:58:10 am
!!! PLZ !!! We all still WAITING the WORKING fs2_open build antipodes !!! PLZ !!!

*Ahem*

I am very sorry, but from what I can tell, only a very specific subset of users is completely unable to play with these builds. That subset being comprised of people who have insufficiently powerful hardware, or stupid operating systems.

To be perfectly honest, neither group is high on my list of priorities, not when there are more critical bugs to be fixed, and workarounds available that help in some (not all) cases.
Title: Re: The Blue Planet build repository
Post by: Hellzed on January 26, 2013, 05:37:54 am
I noticed 2 of my friends had black screen issues with antipodes 8 and outdated ATI/AMD drivers. Problem solved by updating to latest catalyst.
Title: Re: The Blue Planet build repository
Post by: qwadtep on January 26, 2013, 12:58:52 pm
I've been using the latest catalyst available for my card and still get black screen issues constantly. It's rather disappointing that after the wait for the mod I find out I probably need a new computer to play even the first two parts which worked fine before.
Title: Re: The Blue Planet build repository
Post by: niffiwan on January 26, 2013, 09:37:21 pm
FYI - I've got some (more) Linux builds available for Blueplanet.  Follow the link (https://build.opensuse.org/package/show?package=fs2open-blueplanet&project=home%3Aniffiwan), select "Download Package", then select your OS.  Once you've installed the package you'll have to either copy or link the new binaries to your Freespace2 install folder.

Currently available is:

Fedora 17
OpenSuse 12.2
Debian 6 (stable, unfortunately OBS doesn't offer Debian testing as a build target)
ubuntu 12.04

All have 32 and 64 bit versions.

I have tested/run the ubuntu12.04 64 bit version, unfortunately given that BP won't run in a VM anymore I haven't tested the rest.  So any feedback & testing is much appreciated.

(ps - while generally good, the OBS (OpenSuse Build Service) refuses to build for ubuntu 12.10 because it can't find "libopenal-dev", despite it being a base OS package :rolleyes: I may have to run up a ubuntu PPA as well... still I shouldn't complain given that they're freely offering build farms and a CDN for the packages!)

edit: actually add the link this time!
Title: Re: The Blue Planet build repository
Post by: Yarn on January 26, 2013, 09:48:23 pm
Will there be a build that has the fix for Mantis 2503 (http://scp.indiegames.us/mantis/view.php?id=2503)? With the current builds, anyone playing through AoA will eventually get that "Malloc Failed" error.
Title: Re: The Blue Planet build repository
Post by: niffiwan on January 26, 2013, 10:21:21 pm
The linux builds above should have that fix in them, I can't speak for OSX/Windows.
Title: Re: The Blue Planet build repository
Post by: jg18 on January 27, 2013, 12:02:37 am
niffiwan, which antipodes revision are you using (r9485?) and what patches are you applying in addition to the official BP.patch?

Also, did the link to your build repo disappear? I can't find it. :confused:
Title: Re: The Blue Planet build repository
Post by: niffiwan on January 27, 2013, 02:55:15 am
I'm using the current antipodes 8 revision, 9507.  The only patch applied to the source is BP.patch (with the MSVC project files changes removed).

As for the link - oops - I forgot to add it  :nervous:.   Thanks for picking that up - it's fixed now.
Title: Re: The Blue Planet build repository
Post by: The E on January 27, 2013, 05:22:27 am
Windows builds have been updated
Title: Re: The Blue Planet build repository
Post by: muha4med on January 27, 2013, 06:21:39 pm
 
!!! PLZ !!! We all still WAITING the WORKING fs2_open build antipodes !!! PLZ !!!

*Ahem*

I am very sorry, but from what I can tell, only a very specific subset of users is completely unable to play with these builds. That subset being comprised of people who have insufficiently powerful hardware, or stupid operating systems.

To be perfectly honest, neither group is high on my list of priorities, not when there are more critical bugs to be fixed, and workarounds available that help in some (not all) cases.

 :)Thank`s for welcoming guys :)

  So guys I don`t have custom to whimp on first problem that arise and believe me I have search, read forum posts, tried everything that I know to make it even start (load to in game option screen) with this -fs2_open_3_6_17(tried all versions of this build)- on several PC from low spec. to high spec. with diferent OS (Windows XP-x86-x64,Win7-x86-64) and I always get the same error "FreeSpace 2 Open-Antipodes has encountered a problem and needs to close.We are sorry for the inconvenience." :confused: Till this build everything was working flawlessly :(, but I`ve experimented a little and discovered that I can start and play new updated BP-AoA & BP-WiH with latest -fs2_Open_3_6_16_RC1r_INF- build of course not without debug errors, but after numerous of clicking on button OK it finally load the option screen :D also this debug errors occurs on option screen when I press the barracks button, in tech room when i click on missions button and on campaign button, the procedure is the same, after a numerous of clicking on OK it finaly enter specific screen.After I choose desired campaign and press the ready room button then starts loading screen and enter in game without any errors :D and guess what guys, the BP-AoA & WiH runs with full updates spec., lightnings, shadows, env. maps and all kind of shiny spec`s without any buggs or slowdowns in FPS :nod:, almost to forget, i use latest 0.9.1-WxLauncher to launch the fs2_open-builds and mods-it`s very usefull tool for experimentig with parameters and builds.
  This solution is only temporarily for me and all others that can`t wait the finaly working build :p
Title: Re: The Blue Planet build repository
Post by: Crybertrance on January 28, 2013, 01:37:21 am
Hmm.. you do need the BP build to play properly and without errors. Could you please post the debug log (run BP WiH with the "fs2_open_3_6_17_DEBUG_SSE2_BP" build, A file called "fs2_open.log" will be created in the <fs2 root>/data folder. Post that here)
Title: Re: The Blue Planet build repository
Post by: jg18 on January 28, 2013, 01:46:21 pm
EDIT: The OS X build that was here has been superseded by the BP Compatibility package (http://www.hard-light.net/forums/index.php?topic=83606.0). Please follow the instructions there.

Also delete any unofficial OS X BP builds and any data folders that you got from the unofficial BP build .dmg. They are no longer needed.



*Ahem*

I am very sorry, but from what I can tell, only a very specific subset of users is completely unable to play with these builds. That subset being comprised of people who have insufficiently powerful hardware, or stupid operating systems.

To be perfectly honest, neither group is high on my list of priorities, not when there are more critical bugs to be fixed, and workarounds available that help in some (not all) cases.

*Ahem*

I am also very sorry that the BP Team decided cross-platform testing wasn't worthwhile and instead charged ahead with a Windows-only release, leaving this user and many other users of a stupid but nonetheless officially supported operating system in the dust. (N.B. Posting a non-Windows build after the fact without having done cross-platform testing first does not qualify as a cross-platform release.)

In response, here's a stupid build (.dmg, OS X 10.6+) made with a stripped down version of BP.patch that omits the new eyecandy. Naturally, it's all provided "as is", no warranty, no tech support, use at your own risk, etc. That said, I've played through AoA with it, and swashmebuckle has played through Tenebra with it, so it looks promising. Copy the data folder that's inside the provided blueplanet folder to your blueplanet folder; the table in it overrides the official bp-shp.tbm. Similarly, copy the data folder that's inside the provided blueplanet2 folder to your blueplanet2 folder. If you don't follow the instructions in red, the game will freeze at the initial loading screen, and that's no fun.

The .dmg contains OS X builds, tweaked ship tables (just commented out the $Glowpoints overrides lines), and patches with build instructions. If you're using a smart operating system (meaning not OS X) and the official BP builds don't work for you, then sorry, this won't help you.

In the long run, there'll probably be Xcode 4 builds with OpenGL 3 support for people with 10.7 or higher and Xcode 3 builds with the fixed render pipeline (-no_glsl) for people with 10.6 or lower. Luckily, deferred rendering and shadows aren't in trunk yet and may not be for a while, so this is still a bit of a ways off.

Cheers!
Title: Re: The Blue Planet build repository
Post by: The E on January 28, 2013, 02:07:33 pm
Let me clarify the "stupid operating systems" remark. If your OS is actively crippling the hardware in the Computer for no good reason, and if the OS vendor is not interested in backwards compatibility patches, then I think it deserves to be called stupid.

Also, while I am not exactly happy about releasing without a full set of cross-platform tests, the simple fact of the matter is that there is exactly one person among the team and the beta testers who has a non-Windows machine (That being Androgeos and his Mac).
Title: Re: The Blue Planet build repository
Post by: jg18 on January 28, 2013, 02:21:05 pm
Let me clarify the "stupid operating systems" remark. If your OS is actively crippling the hardware in the Computer for no good reason, and if the OS vendor is not interested in backwards compatibility patches, then I think it deserves to be called stupid.

No disagreement there.

Also, while I am not exactly happy about releasing without a full set of cross-platform tests, the simple fact of the matter is that there is exactly one person among the team and the beta testers who has a non-Windows machine (That being Androgeos and his Mac).

Fair enough, although how hard would it have been to make alternate builds that didn't have the graphical enhancements and thus use the rendering pipelines that are known to work? My revised BP.patch is a "best guess" version, although it seems to work.
Title: Re: The Blue Planet build repository
Post by: niffiwan on January 28, 2013, 09:26:29 pm
jg18 - could you make your modified BP.patch & bp-shp.tbm files available for separate download?  (or have I just missed them somewhere?)
Title: Re: The Blue Planet build repository
Post by: jg18 on January 29, 2013, 01:58:48 am
I updated my post above with a separate download link.
Title: Re: The Blue Planet build repository
Post by: The E on January 29, 2013, 02:18:01 am
I've updated the first post to link to the MacOS/Linux builds and the compatibility patches.
Title: Re: The Blue Planet build repository
Post by: jg18 on January 29, 2013, 02:42:28 am
Thanks, E.

A couple things:

(1) Could you change 10.6 to 10.6+ ? The build should work on newer OS X versions, but it hasn't been tested. I think E9's builds are 10.7+, though.

(2) I'm not sure that just using the adjusted ship tables will allow people to use regular builds, since BP.patch (at least the part I used (http://pastebin.com/vEwYs4qJ)) includes SEXP changes and increased limits in the number of ship classes.
Title: Re: The Blue Planet build repository
Post by: The E on January 29, 2013, 02:43:51 am
Ah, damn. I should get those into trunk soon.
Title: Re: The Blue Planet build repository
Post by: Echelon9 on January 29, 2013, 05:19:26 pm
... I think E9's builds are 10.7+, though.
Yes
Title: Re: The Blue Planet build repository
Post by: The E on February 11, 2013, 01:05:12 pm
Builds have been updated. See first post for details.
Title: Re: The Blue Planet build repository
Post by: niffiwan on February 12, 2013, 05:46:11 am
New Linux builds here, the last few platforms should complete soon.
https://build.opensuse.org/package/show?package=fs2open-blueplanet&project=home%3Aniffiwan
Title: Re: The Blue Planet build repository
Post by: Cyker on February 23, 2013, 12:03:04 pm
Uh, say, I don't suppose someone could compile the BP 3.6.17 in VC2008 instead of 2010 for me?

Even with DLL substitution and hacking the minor version to not require XP I still get an error saying it's not a valid Win32 exe :(

Alternatively, is there a 2008-compiled nightly/test build that works with BP?

I stupidly upgraded BP with the complete installer so it no longer works with vanilla SCP :(
Title: Re: The Blue Planet build repository
Post by: General Battuta on February 23, 2013, 01:28:32 pm
Uh, say, I don't suppose someone could compile the BP 3.6.17 in VC2008 instead of 2010 for me?

Even with DLL substitution and hacking the minor version to not require XP I still get an error saying it's not a valid Win32 exe :(

Alternatively, is there a 2008-compiled nightly/test build that works with BP?

I stupidly upgraded BP with the complete installer so it no longer works with vanilla SCP :(

Why do you need to compile your own build?
Title: Re: The Blue Planet build repository
Post by: Cyker on February 23, 2013, 01:58:42 pm
VC2010 purposefully breaks Win2k compatibility by setting some PE version headers; The official released SCP builds are now done in VC2008 (thankyouthankyouthankyou) but the BP isn't :(

Usually I can patch the exe myself to make it work but for some reason the usual fixes don't work on the BP exe...
Title: Re: The Blue Planet build repository
Post by: The E on February 23, 2013, 02:35:31 pm
I do not care about Windows 2000. Win XP is the oldest Windows I can and will support.
Title: Re: The Blue Planet build repository
Post by: Cyker on February 24, 2013, 10:16:07 am
That's fair enough; Can I assume the BP patch is for the current svn of SCP?

I can try and see if I can get it compiling in VC6 or something :lol:

I find compatibility problem of this 'not a valid Win32' ilk is usually due to the compiler/linker and not the code so hopefully it won't be too hard...
Title: Re: The Blue Planet build repository
Post by: -Norbert- on March 01, 2013, 01:22:41 pm
Now that the 3.6.18 build is released, should we still use the BP specific 3.6.17 or switch to the SCP release?
Title: Re: The Blue Planet build repository
Post by: General Battuta on March 01, 2013, 01:25:35 pm
Now that the 3.6.18 build is released, should we still use the BP specific 3.6.17 or switch to the SCP release?

Pretty sure the 3.6.18 build won't work.
Title: Re: The Blue Planet build repository
Post by: jg18 on March 01, 2013, 01:45:00 pm
Yeah, 3.6.18 won't work.
Title: Re: The Blue Planet build repository
Post by: Cyker on March 02, 2013, 08:57:44 am
Gave up trying to compile it with VC6 (Couldn't get the STL thing Goober mentioned to work; Many errors, don't know how to fix).

Managed to dig up my VC2005 disc - Compiles much more effortlessly with that \o/
Release exe runs but crashes saying something could not be read.
Annoyingly the Debug exe works which is going to make tracking down the cause of that tricky! A cheap hack way of working around that usually is to fiddle with the optimization settings; I'll try changing -O2 to -O to see if that helps.

One strange anomaly is that the exes are noticeably smaller than the 'official' BP exes; The Release is 4.5MB vs 6.2MB and the Debug is 9.76 vs 10.9!

On a slight tangent, I've always wondered how are you supposed to use the debugger with fullscreen on-top things like this?
Is the only way to have dual monitors??


Edit: Ooops, spoke too soon! Debug build can load the FS2 retail campaign but crashes trying to load the BP campaigns.
Seems to be a problem parsing the .fc2 as it says "Expecting int, found [BP2-Part1End]"

Maybe a mismatch somewhere between the BP.patch and the SVN snapshot I have...? Ugh...  I can see this is going to need more zots than I wanted to spend!
Title: Re: The Blue Planet build repository
Post by: The E on March 02, 2013, 09:06:28 am
The trick is not to do that. Use -window mode.
Title: Re: The Blue Planet build repository
Post by: Cyker on March 02, 2013, 09:14:33 am
*facepalms* I'm such an idiot XD
Title: Re: The Blue Planet build repository
Post by: The E on March 16, 2013, 06:52:51 am
I have updated the builds to the current revision of FSO. This means that they're no longer based on the antipodes branch (since that branch has been merged back into trunk in preparation of 3.7.0). It also means that the filenames have changed; these are no longer 3.6.17 builds, but rather 3.6.19, so adjust your launcher settings accordingly.
Title: Re: The Blue Planet build repository
Post by: Naxal on March 24, 2013, 09:55:00 am
Newb: What exactly does the Patch file do and what do I do with it?
Title: Re: The Blue Planet build repository
Post by: The E on March 24, 2013, 09:59:09 am
The .patch files are provided for developers who want to make their own builds based on the experimental code in the BP builds. As a normal user, they're of no use to you.
Title: Re: The Blue Planet build repository
Post by: Naxal on March 24, 2013, 10:03:40 am
Ah alright, thanks.
Title: Re: The Blue Planet build repository
Post by: Nemesis6 on April 16, 2013, 02:46:01 pm
I think I noticed a bug... at least I think it's a bug -- Outside of the Blue Planet campaigns, lightshafts do not seem to work. Anyone else having this issue?
Title: Re: The Blue Planet build repository
Post by: MatthTheGeek on April 16, 2013, 02:50:45 pm
It's intended behaviour. Lightshafts are to be activated on a per-mission basis.
Title: Re: The Blue Planet build repository
Post by: Yarn on April 24, 2013, 06:44:52 pm
Changes from the last released ones:
-Reworked the behaviour of the "Lighting Detail" setting in the options menu for greater granularity. New settings are like this:
0: Only ambient lighting
1: Ambient and Specular lighting from suns
2: Lights from explosions
3: Lights from damage lightning
4: Glowpoint lights, every second weapon light
5: All lights
You have six levels shown there, but the game only lets you choose from five, so either 0 or 5 (probably 5) can't be selected at all. This needs to be condensed somehow to five levels.
Title: Re: The Blue Planet build repository
Post by: Klaustrophobia on May 12, 2013, 04:39:32 pm
is the forthcoming 3.7.0 going to be compatible, or will we need to carry on using BP builds?
Title: Re: The Blue Planet build repository
Post by: niffiwan on May 12, 2013, 05:13:34 pm
sorry, no.  BP compatibility version is 3.7.0 compatible, but not BP "full".
Title: Re: The Blue Planet build repository
Post by: Echelon9 on May 18, 2013, 01:58:09 am
Update: The E has committed a fix to trunk for this bug in r9718.

Have identified why Mac is showing "black squares" and other visual corruption with the BP builds and default data -- Mantis 2861: AddressSanitizer: heap-buffer-overflow in opengl_shader_set_current() (http://scp.indiegames.us/mantis/view.php?id=2861).

I have assigned it to Valathil (rather presumptively of me) but any interested coders can take a look at provide patches if possible.

While the incomplete Mac support is the partial culprit, the engine is not gracefully falling back to a lesser graphics setting. With this Mantis report fixed, there would be improved support for Mac with BP.

The ultimate fix though, will be to support the OpenGL 3.2 Core profile on Mac, which has been a roadblock to better OpenGL performance on that platform.
Title: Re: The Blue Planet build repository
Post by: chief1983 on June 12, 2013, 05:50:23 pm
Made some OS X builds on Xcode 3.2.6 (http://swc.fs2downloads.com/builds/OSX/FS2_Open_BP_r9694.zip).  Changed the SDK to 10.6, left the target 10.4, and had to change the target arch to i386 from ppc/i386.  Attached the project diff, might want to integrate it into the full BP patch.  We'll lose PPC support with this, but that's probably not a loss at this point and it's the best I've been able to accomplish.  As I said, I left the target 10.4 but if the code uses extensions that aren't available on a 10.4 system, then I suppose it won't run on that, or 10.5 for that matter.  More than I'm capable of figuring out at least.  Feel free to test and add to the first post if you'd like.

Code: [Select]
Index: FS2_Open.xcodeproj/project.pbxproj
===================================================================
--- FS2_Open.xcodeproj/project.pbxproj (revision 9694)
+++ FS2_Open.xcodeproj/project.pbxproj (working copy)
@@ -4174,10 +4174,6 @@
  344BA94E095A5A2000B9D97D /* Debug */ = {
  isa = XCBuildConfiguration;
  buildSettings = {
- ARCHS = (
- ppc,
- i386,
- );
  LIBRARY_SEARCH_PATHS = (
  "$(LIBRARY_SEARCH_PATHS)",
  "$(SRCROOT)/../../lua",
@@ -4208,10 +4204,6 @@
  34BE722D08C940D200673B45 /* Debug */ = {
  isa = XCBuildConfiguration;
  buildSettings = {
- ARCHS = (
- ppc,
- i386,
- );
  GCC_PREPROCESSOR_DEFINITIONS = (
  _DEBUG,
  SCP_UNIX,
@@ -4248,10 +4240,6 @@
  34BE723108C940D200673B45 /* Debug */ = {
  isa = XCBuildConfiguration;
  buildSettings = {
- ARCHS = (
- ppc,
- i386,
- );
  COPY_PHASE_STRIP = NO;
  DEAD_CODE_STRIPPING = NO;
  FRAMEWORK_SEARCH_PATHS = (
@@ -4320,10 +4308,6 @@
  34BE723508C940D200673B45 /* Debug */ = {
  isa = XCBuildConfiguration;
  buildSettings = {
- ARCHS = (
- ppc,
- i386,
- );
  FRAMEWORK_SEARCH_PATHS = ./Frameworks;
  GCC_SYMBOLS_PRIVATE_EXTERN = NO;
  HEADER_SEARCH_PATHS = (
@@ -4375,16 +4359,13 @@
  34BE723908C940D200673B45 /* Debug */ = {
  isa = XCBuildConfiguration;
  buildSettings = {
- ARCHS = (
- ppc,
- i386,
- );
+ ARCHS = i386;
  COPY_PHASE_STRIP = NO;
  CURRENT_PROJECT_VERSION = "3.6.19-trunk";
  DEAD_CODE_STRIPPING = NO;
  DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym";
  DEPLOYMENT_POSTPROCESSING = YES;
- GCC_MODEL_TUNING = G5;
+ GCC_MODEL_TUNING = "";
  GCC_OPTIMIZATION_LEVEL = 0;
  GCC_PREPROCESSOR_DEFINITIONS = (
  _DEBUG,
@@ -4398,7 +4379,7 @@
  INFOPLIST_PREPROCESS = YES;
  MACOSX_DEPLOYMENT_TARGET = 10.4;
  PRODUCT_NAME = "FS2_Open (debug)";
- SDKROOT = /Developer/SDKs/MacOSX10.4u.sdk;
+ SDKROOT = "$(DEVELOPER_SDK_DIR)/MacOSX10.6.sdk";
  STRIP_INSTALLED_PRODUCT = NO;
  UNSTRIPPED_PRODUCT = YES;
  WARNING_CFLAGS = "-Wno-char-subscripts";
@@ -4408,10 +4389,7 @@
  34BE723A08C940D200673B45 /* Release */ = {
  isa = XCBuildConfiguration;
  buildSettings = {
- ARCHS = (
- ppc,
- i386,
- );
+ ARCHS = i386;
  COPY_PHASE_STRIP = NO;
  CURRENT_PROJECT_VERSION = "3.6.19-trunk";
  DEAD_CODE_STRIPPING = YES;
@@ -4419,7 +4397,7 @@
  DEPLOYMENT_POSTPROCESSING = YES;
  GCC_DEBUGGING_SYMBOLS = default;
  GCC_GENERATE_DEBUGGING_SYMBOLS = NO;
- GCC_MODEL_TUNING = G5;
+ GCC_MODEL_TUNING = "";
  GCC_OPTIMIZATION_LEVEL = 3;
  GCC_PREPROCESSOR_DEFINITIONS = (
  NDEBUG,
@@ -4434,7 +4412,7 @@
  INFOPLIST_PREPROCESS = YES;
  MACOSX_DEPLOYMENT_TARGET = 10.4;
  PRODUCT_NAME = FS2_Open;
- SDKROOT = /Developer/SDKs/MacOSX10.4u.sdk;
+ SDKROOT = "$(DEVELOPER_SDK_DIR)/MacOSX10.6.sdk";
  SEPARATE_STRIP = YES;
  WARNING_CFLAGS = "-Wno-char-subscripts";
  };
@@ -4587,10 +4565,6 @@
  F0AAA89F10FA0A7C0086B1B4 /* Debug */ = {
  isa = XCBuildConfiguration;
  buildSettings = {
- ARCHS = (
- ppc,
- i386,
- );
  GCC_PREPROCESSOR_DEFINITIONS = (
  _DEBUG,
  SCP_UNIX,
@@ -4625,10 +4599,6 @@
  F0AAA90B10FA0CAA0086B1B4 /* Debug */ = {
  isa = XCBuildConfiguration;
  buildSettings = {
- ARCHS = (
- ppc,
- i386,
- );
  GCC_PREPROCESSOR_DEFINITIONS = (
  _DEBUG,
  SCP_UNIX,

[attachment deleted by ninja]
Title: Re: The Blue Planet build repository
Post by: Arpit on July 08, 2013, 05:16:49 pm
Sorry to jump in this thread but I have a very weird issue with these builds.  :banghead:
Glowpoint overrides on AoA ships don't seem to work while playing with WiH. They work only when selected with AoA.
But they work on the original builds.  :wtf:

Does this happen for other people too? Or is it a issue on my end? Can someone confirm this?
Title: Re: The Blue Planet build repository
Post by: The E on July 11, 2013, 12:18:53 pm
Builds have been updated to current trunk.
Title: Re: The Blue Planet build repository
Post by: Arpit on July 12, 2013, 10:25:00 am
Builds have been updated to current trunk.

Huh, they are still not working for me?  :confused:
I don't get glowpoint overrides on Aoa ships.  :banghead:
Please help me!
Title: Re: The Blue Planet build repository
Post by: Echelon9 on July 13, 2013, 09:18:41 pm
The E, could you please reissue the BP.patch file against a more recent trunk version. Will save each coder manually fixing up a few spots each time now.
Title: Re: The Blue Planet build repository
Post by: The E on July 21, 2013, 06:59:27 am
I've updated the patch. Sorry for the delay,
Title: Re: The Blue Planet build repository
Post by: Yarn on August 15, 2013, 09:11:46 am
The patch doesn't apply completely to revision 9748. Could you update it please?
Title: Re: The Blue Planet build repository
Post by: The E on August 17, 2013, 06:59:47 am
I've updated it to current trunk
Title: Re: The Blue Planet build repository
Post by: Yarn on September 13, 2013, 06:58:51 pm
Starting with trunk revision 9783, the BP patch no longer compiles in MSVC 2012. These errors are produced:
Code: [Select]
2>freespace.obj : error LNK2001: unresolved external symbol "struct CFILE * __cdecl cfopen(char const *,char const *,int,int,bool)" (?cfopen@@YAPAUCFILE@@PBD0HH_N@Z)
2>freespace.obj : error LNK2001: unresolved external symbol "int __cdecl cfputs(char const *,struct CFILE *)" (?cfputs@@YAHPBDPAUCFILE@@@Z)
2>freespace.obj : error LNK2001: unresolved external symbol "int __cdecl cfwrite_string(char const *,struct CFILE *)" (?cfwrite_string@@YAHPBDPAUCFILE@@@Z)
2>freespace.obj : error LNK2001: unresolved external symbol "int __cdecl cfile_init(char const *,char const *)" (?cfile_init@@YAHPBD0@Z)
2>freespace.obj : error LNK2001: unresolved external symbol "int __cdecl get_mission_info(char const *,struct mission *,bool)" (?get_mission_info@@YAHPBDPAUmission@@_N@Z)
2>freespace.obj : error LNK2001: unresolved external symbol "int __cdecl cf_get_file_list(int,char * *,int,char const *,int,struct file_list_info *)" (?cf_get_file_list@@YAHHPAPADHPBDHPAUfile_list_info@@@Z)
2>C:\Games\FreeSpace2\fs2_open\projects\MSVC_2011\Release SSE2\fs2_open_3_7_1_SSE2_BP.exe : fatal error LNK1120: 6 unresolved externals
Title: Re: The Blue Planet build repository
Post by: The E on September 14, 2013, 01:37:51 am
You need to do a "Rebuild All" to fix those.
Title: Re: The Blue Planet build repository
Post by: Yarn on September 14, 2013, 10:32:10 am
I tried a clean build and got these errors:
Code: [Select]
5>..\..\code\model\modelread.cpp(2715): error C2664: 'parse_modular_table' : cannot convert parameter 2 from 'void (__cdecl *)(char *)' to 'void (__cdecl *)(const char *)'
5>          None of the functions with this name in scope match the target type
...
6>LINK : fatal error LNK1181: cannot open input file 'C:\Games\FreeSpace2\fs2_open\projects\MSVC_2011\Release SSE2\code.lib'

It might be time to update the patch again (and, with AVX added to trunk, it most definitely is).
Title: Re: The Blue Planet build repository
Post by: The E on September 14, 2013, 10:45:53 am
Done.
Title: Re: The Blue Planet build repository
Post by: Yarn on September 14, 2013, 12:52:04 pm
Are you sure you updated the patch? The patch is still dated August 17, and I'm still getting the two errors above.
Title: Re: The Blue Planet build repository
Post by: The E on September 14, 2013, 12:57:09 pm
Ah. sorry, I uploaded it to the wrong folder on the ftp. Should be fixed now.
Title: Re: The Blue Planet build repository
Post by: Yarn on September 14, 2013, 01:12:16 pm
Now I'm not even able to open the project. If I try to do so, I get these errors:
Code: [Select]
C:\Games\FreeSpace2\fs2_open\projects\MSVC_2011\Freespace2.vcxproj : error  : Unable to read the project file "Freespace2.vcxproj".
C:\Games\FreeSpace2\fs2_open\projects\MSVC_2011\Freespace2.vcxproj(50,2): The project file could not be loaded. Name cannot begin with the '<' character, hexadecimal value 0x3C. Line 50, position 2.

C:\Games\FreeSpace2\fs2_open\projects\MSVC_2011\libjpeg.vcxproj : error  : Unable to read the project file "libjpeg.vcxproj".
C:\Games\FreeSpace2\fs2_open\projects\MSVC_2011\libjpeg.vcxproj(50,2): The project file could not be loaded. Name cannot begin with the '<' character, hexadecimal value 0x3C. Line 50, position 2.

C:\Games\FreeSpace2\fs2_open\projects\MSVC_2011\liblua.vcxproj : error  : Unable to read the project file "liblua.vcxproj".
C:\Games\FreeSpace2\fs2_open\projects\MSVC_2011\liblua.vcxproj(51,2): The project file could not be loaded. Name cannot begin with the '<' character, hexadecimal value 0x3C. Line 51, position 2.

C:\Games\FreeSpace2\fs2_open\projects\MSVC_2011\libpng.vcxproj : error  : Unable to read the project file "libpng.vcxproj".
C:\Games\FreeSpace2\fs2_open\projects\MSVC_2011\libpng.vcxproj(49,2): The project file could not be loaded. Name cannot begin with the '<' character, hexadecimal value 0x3C. Line 49, position 2.

C:\Games\FreeSpace2\fs2_open\projects\MSVC_2011\zlib.vcxproj : error  : Unable to read the project file "zlib.vcxproj".
C:\Games\FreeSpace2\fs2_open\projects\MSVC_2011\zlib.vcxproj(49,2): The project file could not be loaded. Name cannot begin with the '<' character, hexadecimal value 0x3C. Line 49, position 2.

C:\Games\FreeSpace2\fs2_open\projects\MSVC_2011\code.vcxproj : error  : Unable to read the project file "code.vcxproj".
C:\Games\FreeSpace2\fs2_open\projects\MSVC_2011\code.vcxproj(49,2): The project file could not be loaded. Name cannot begin with the '<' character, hexadecimal value 0x3C. Line 49, position 2.

C:\Games\FreeSpace2\fs2_open\projects\MSVC_2011\Fred2.vcxproj : error  : Unable to read the project file "Fred2.vcxproj".
C:\Games\FreeSpace2\fs2_open\projects\MSVC_2011\Fred2.vcxproj(51,2): The project file could not be loaded. Name cannot begin with the '<' character, hexadecimal value 0x3C. Line 51, position 2.
Title: Re: The Blue Planet build repository
Post by: The E on September 14, 2013, 01:24:08 pm
oh for ****s sake

EDIT: Please try again.
Title: Re: The Blue Planet build repository
Post by: Yarn on September 14, 2013, 02:33:54 pm
It's working now.
Title: Re: The Blue Planet build repository
Post by: The E on October 19, 2013, 02:30:18 am
Builds updated again to latest trunk
Title: Re: The Blue Planet build repository
Post by: AdmiralRalwood on November 02, 2013, 10:53:26 am
Now that the has-been-tagged-delay bug is fixed, when can we expect a new build?
Title: Re: The Blue Planet build repository
Post by: The E on November 02, 2013, 11:05:15 am
soon-ish.

Like, just as soon as I can upload them.

EDIT: Done.
Title: Re: The Blue Planet build repository
Post by: cmap38 on November 02, 2013, 09:41:55 pm
It seems this build (and the one released before this build) are crashing on me constantly, but only in WiH Act 3 -- AoA and WiH Acts I and II work fine. This is particularly strange because I can still play Tenebra as normal using the 3.6.17 BP exe.

The builds make it through the intro cut scene and the first dreamscape before crashing to the desktop as I press "accept" for the first real mission. Below is an error message the debug exe gives me soon before crashing. I have also attached my fs2_open.log.

---
Could not find a usable bitmap (invisible) for weapon 'Ammo Pack'!

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_1_SSE2_BP-DEBUG.exe! <no symbol>
fs2_open_3_7_1_SSE2_BP-DEBUG.exe! <no symbol>
fs2_open_3_7_1_SSE2_BP-DEBUG.exe! <no symbol>
fs2_open_3_7_1_SSE2_BP-DEBUG.exe! <no symbol>
fs2_open_3_7_1_SSE2_BP-DEBUG.exe! <no symbol>
fs2_open_3_7_1_SSE2_BP-DEBUG.exe! <no symbol>
fs2_open_3_7_1_SSE2_BP-DEBUG.exe! <no symbol>
fs2_open_3_7_1_SSE2_BP-DEBUG.exe! <no symbol>
fs2_open_3_7_1_SSE2_BP-DEBUG.exe! <no symbol>
fs2_open_3_7_1_SSE2_BP-DEBUG.exe! <no symbol>
fs2_open_3_7_1_SSE2_BP-DEBUG.exe! <no symbol>
fs2_open_3_7_1_SSE2_BP-DEBUG.exe! <no symbol>
fs2_open_3_7_1_SSE2_BP-DEBUG.exe! <no symbol>
fs2_open_3_7_1_SSE2_BP-DEBUG.exe! <no symbol>
fs2_open_3_7_1_SSE2_BP-DEBUG.exe! <no symbol>
fs2_open_3_7_1_SSE2_BP-DEBUG.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
---

Any ideas?

[attachment deleted by ninja]
Title: Re: The Blue Planet build repository
Post by: The E on November 04, 2013, 03:24:56 pm
Updated builds to trunk revision 10009
Title: Re: The Blue Planet build repository
Post by: Samus on November 06, 2013, 02:07:03 pm
Ok I downloaded your most recent version but how do I get it working? How do I go on about with the patch file? Do I copy paste this somewhere? thanks
Title: Re: The Blue Planet build repository
Post by: niffiwan on November 06, 2013, 02:58:08 pm
If you're not building a executable, you don't need to worry about the patch file.  Just put the BP exe in your FSO root folder, select it in your launcher and press play.
Title: Re: The Blue Planet build repository
Post by: Samus on November 06, 2013, 08:20:25 pm
Thanks for the reply! I did that but I dont seem to notcie the effect.... Im currently playing the Frresoace 2 campaign. Also does this work with deffered lighting? Because I noticed the lighting was less precice in this build than the current Nightly build
Title: Re: The Blue Planet build repository
Post by: -Norbert- on November 07, 2013, 10:17:51 am
What is the difference between the regular (SSE2) and the AVX executables?
Title: Re: The Blue Planet build repository
Post by: MatthTheGeek on November 07, 2013, 10:42:34 am
Different CPU instruction sets. AVX is superior but is only supported by the most recent processors. I know that my older i5 doesn't.
Title: Re: The Blue Planet build repository
Post by: -Norbert- on November 08, 2013, 09:17:41 am
Thanks for the clarification.
Title: Re: The Blue Planet build repository
Post by: The E on November 09, 2013, 10:41:07 am
Builds have been updated to latest trunk. This should fix the crash upon entering mission 2 of Tenebra.
Title: Re: The Blue Planet build repository
Post by: MachManX on November 13, 2013, 11:17:53 pm
So E, I wanted to patch the latest build with Yarn's adaptable HUD.  Is there a repository URL that I could apply to TortoiseSVN that contains the BP build so I can apply the patch to it?

Or, if you update the patch file, I can still apply Yarn's patch to the same folder, right? 
Title: Re: The Blue Planet build repository
Post by: The E on November 14, 2013, 12:05:37 pm
New builds are up
Title: Re: The Blue Planet build repository
Post by: Macfie on November 14, 2013, 02:49:40 pm
Quote "EDIT 14th IF November, 2013"

Was there some doubt?
Title: Re: The Blue Planet build repository
Post by: The E on November 14, 2013, 02:51:32 pm
Not sure what you mean there.

Or, if you update the patch file, I can still apply Yarn's patch to the same folder, right? 

Yes. Probably. I don't know.
Title: Re: The Blue Planet build repository
Post by: AdmiralRalwood on November 14, 2013, 04:55:37 pm
Quote "EDIT 14th IF November, 2013"

Was there some doubt?

Not sure what you mean there.
EDIT 14th if November, 2013
(emphasis mine)
Title: Re: The Blue Planet build repository
Post by: MachManX on November 15, 2013, 12:52:53 am
So there is no repository for BP?  Zacam indicates in his guide at the following link:- www.hard-light.net/forums/index.php?topic=82688.msg1479356#msg1479356

Step 10 indicates the repository URL for FS2 open.  I want the BP build.
Title: Re: The Blue Planet build repository
Post by: niffiwan on November 15, 2013, 01:02:40 am
Nope.  The BP build is just the standard FSO SVN trunk repository with BP.patch applied to it.
Title: Re: The Blue Planet build repository
Post by: MachManX on November 17, 2013, 12:09:07 pm
Ah, that makes much more sense, thanks :)

So the updates that E has been posting in this thread, they were updates to the trunk repository, not the patch file?  Or sometimes both?  I just wanna know if it's the latest patch file and it's ready to use?  Then the fun begins >:D
Title: Re: The Blue Planet build repository
Post by: niffiwan on November 17, 2013, 03:13:31 pm
The patch file should be the latest one, the updates are (AFAIK) reapplying the same patch to newer versions of trunk, in order to get the latest patches/fixes from trunk into the BP builds.
Title: Re: The Blue Planet build repository
Post by: MachManX on November 21, 2013, 11:34:35 am
Man, all this for nothing.  I started compiling my own builds when I was hit with an error.  I don't remember the exact words, but basically Visual Studio 2013 doesn't support MCBS (multibyte character set (MBCS) version of the Microsoft Foundation Class (MFC) Library).  They apparently "removed" it because they thought it was getting old.  They offer it as a separate download but unfortunately it doesn't support the Express version, which is what I use.  So until I get the professional version of Visual Studio I guess I can't compile builds :(  .  I don't like Eclipse as I think it's too complicated (I use NetBeans instead).  So yeah, sucks.

Hmm, maybe I might compile this at a place I know still carries Visual Studio 2010 professional.  Yeah, I might give that a try :)
Title: Re: The Blue Planet build repository
Post by: chief1983 on November 21, 2013, 11:42:50 am
You only need MFC (and therefore that patch) for FRED building, which express can't do because it has no MFC at all.  FS2_Open should build fine with Express.
Title: Re: The Blue Planet build repository
Post by: MachManX on November 21, 2013, 02:50:28 pm
Well I followed the Master Sticky exactly as written.  When I opened the Freespace.sln project file, Fred 2 was in there but was unchecked.  I assume the creator of that project intended for it to be like that.  And yet I still got the error saying I needed MFC.

Because I LOVVVE Freespace 2 so much, I'll do it again.  Made a copy of the FS2_open folder and put the copy in a different drive.  Then I patched it with BP and yarn patches (the yarn patch only changes the hud).  Then I opened Freespace2.sln in Visual Studio Express 2013.  Changed the Freespace 2 properties -> Configuration -> Debugging -> Command to $(FS2PATH)\$(TargetFileName) .  Chose "Debug SSE2" in that drop down menu (I wondered about this one but thought eh, might as well patch whatever my system is capable of patching).  Finally pressed F7 to build.

And there it is.  Wow, I didn't read the line properly in Zacam's master sticky that said this: "In the last line you will see outcome of your build. Normally you will see one failed because Visual Studio Express cannot compile fred2_open. This is fine and we can continue."  :banghead:  Well, I guess my compile was successful after all :D  I was waiting for the line "========== Build: 6 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========".  What happened was that the Error List popped on top of the Output window, and I didn't realize that until right just now.  Anyway, my error list:-

Warning   1   warning C4244: '=' : conversion from 'int' to 'ushort', possible loss of data   c:\fs2_open_bpyarn\code\network\multi_options.cpp   202   1   code

Error   2   error MSB8031: Building an MFC project for a non-Unicode character set is deprecated. You must change the project property to Unicode or download an additional library. See http://go.microsoft.com/fwlink/p/?LinkId=286820 for more information.   C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppBuild.targets   369   5   Fred2

Warning   3   warning D9030: '/Gm' is incompatible with multiprocessing; ignoring /MP switch   C:\fs2_open_bpyarn\projects\MSVC_2013\cl   Freespace2

Heh, the warnings don't matter since one is for multiplayer and the other is multiprocessing.  And the error is in fact the Fred 2 thing.  Ok, feeling good.  Thanks for the kick in the rear end, Chief  :yes:

BTW, I can rename the generated exe files and it won't affect them, right?  I'm just wondering how I'd do that in Visual Studio.  I've only programmed, this is the first time I've built an exe for something.
Title: Re: The Blue Planet build repository
Post by: chief1983 on November 21, 2013, 03:34:14 pm
To save yourself trouble, instead of doing 'build solution' I would just build the fs2 project, which will still build all the dependencies first.
Title: Re: The Blue Planet build repository
Post by: MachManX on November 21, 2013, 03:40:07 pm
Ah, good advice.  I thought it would automatically do that because Fred2 is unchecked in the project dependencies.  But I guess I have to right-click Freespace2 and build it.  Good to know.

So after long last, here's the link to the builds I've compiled using the latest trunks as of this afternoon + BP Patch + Yarn's Adaptable Hud.  Plzzzzzzz tell me if my compilations worked or not.  I haven't tested them yet.  BTW, the zip file has the name Yarn in it but not the .exe files.  I wasn't sure if it would affect functionality, but I don't think it will.  Also I didn't do AVX versions because I didn't know what kind of effect a non-AVX processor would have on the builds and since this does native compiling I was thinking it's gonna fail.  Anyway, link:- http://www14.zippyshare.com/v/37886302/file.html

BTW, this is revision 10143, and I just checked and the Chief released 10144, LOL!  (The Chief is secretly laughing :) )  I guess I'll release another one when I get back, which will be in a few hours :D
Title: Re: The Blue Planet build repository
Post by: SpardaSon21 on December 13, 2013, 05:00:14 pm
The E, when you have some free time, can you please update the BP builds using latest trunk for compatibility with the 2014 MVP's?  Thanks.
Title: Re: The Blue Planet build repository
Post by: The E on December 14, 2013, 01:58:08 pm
The E, when you have some free time, can you please update the BP builds using latest trunk for compatibility with the 2014 MVP's?  Thanks.

Done.
Title: Re: The Blue Planet build repository
Post by: 666maslo666 on December 22, 2013, 07:34:59 am
The 14122013 FRED builds completely freeze my system on launch (both AVX and SSE2). I had to do a hard reset.
Title: Re: The Blue Planet build repository
Post by: Hellzed on December 24, 2013, 07:47:40 am
I was getting frustrated by the lack of reflections while using BP Compat VP files with a trunk svn build, so I finally built my own Blue Planet binary...
I am running Ubuntu 13.10 amd64, with proprietary drivers nvidia-331, latest xorg from xorg-edgers repository. My harware consists of an Intel Core I7 3630QM, nvidia GT 740 M, 6Go RAM.

I applied the latest BP patch to trunk r10253. Mostly a clean process (a few offsets in main code files, failures only in "msvcproj" files, no worries for me).
The command line I used :
Code: [Select]
./autogen.sh CC=/usr/bin/clang CXX=/usr/bin/clang++ CFLAGS="-march=corei7-avx -O2 -pipe" CXXFLAGS="${CFLAGS}"
make
By the way, compile with LLVM CLANG if fast. Way faster than GCC. The final binary is only 5.2Mo, and I'm under the impression it runs much better than any other build I tried before (even using AVX with GCC), with faster loading times and better fps.

Everything runs fine : constant 60fps in Delenda Est ! Nice reflections on models, including engine glows, gunfire...
But I have some strange grphical glitches on capital ships name plates.

According to wxlauncher, my launch flags are :
Code: [Select]
-mod blueplanet2,blueplanet,mediavps_3612 -missile_lighting -3dshockwave -post_process
-fxaa -dualscanlines -orbradar -rearm_timer -ship_choice_3d -weapon_choice_3d
-snd_preload -fb_explosions -fps -window -nograb -keyboard_layout "azerty" -spec_point
0.3
Here are some screenshots : (look closely at the forward name plate of the Indus, first screenshot; then the UEF flag, still on the Indus, second screenshot)
Can you confirm everything else looks fine ? (3rd screenshot, not sure about the engines)

[attachment deleted by an evil time traveler]
Title: Re: The Blue Planet build repository
Post by: Echelon9 on December 27, 2013, 06:16:11 pm
The E, do you mind reminding me which constituent patches make up the BP.patch?

I understand there may be shadows + further Swifty/Valathil changes that are under review elsewhere on the forums.

I'm sure you'd appreciate that moving towards a scenario where all those changes are reviewed and in trunk builds would greatly reduce the support burden. I recall that we had the Diaspora-specific changes in trunk fairly soon after release, simplifying subsequent patches/features.
Title: Re: The Blue Planet build repository
Post by: The E on December 27, 2013, 06:21:28 pm
Right now, only Valathil's shadow set is in there. I would love to use Swifty's code for this, but it's in a github repo based on a comparatively ancient trunk checkout (Not our official one), and extracting the patch from there proves difficult.
Title: Re: The Blue Planet build repository
Post by: Hellzed on December 28, 2013, 05:09:15 am
Any idea about the name plates issue ?
Title: Re: The Blue Planet build repository
Post by: niffiwan on December 29, 2013, 09:38:39 pm
(By the way, on a completely different issue, any idea on what this could be ?
http://www.hard-light.net/forums/index.php?topic=83318.msg1725941#msg1725941 )

Sorry, I really don't know much about OpenGL.  The nameplate issue looks vaguely like a transparency problem, but I don't have an idea of how to fix it.  Or even what to look for in the nameplate rendering code.
Title: Re: The Blue Planet build repository
Post by: Hellzed on December 29, 2013, 09:51:52 pm
Are these BP build specific bugs accepted in the main SCP Mantis ?
Title: Re: The Blue Planet build repository
Post by: Echelon9 on December 30, 2013, 01:18:56 am
We're usually happy to look at it. It would be better received (read easier to reproduce) if you can also demonstrate simple steps to have the bug occur with mediavp assets.

Otherwise, be as detailed as possible in the steps required, what to look for and the anticipated outcome.
Title: Re: The Blue Planet build repository
Post by: Hellzed on December 30, 2013, 03:50:03 am
Bug filed here : http://scp.indiegames.us/mantis/view.php?id=2990

I think I found a bug in the bugtracker : my first attachment was too big, so it sent me to an error page, but the bug was still filed: http://scp.indiegames.us/mantis/view.php?id=2989
Could you please delete report 2889 ?
Title: Re: The Blue Planet build repository
Post by: Echelon9 on December 30, 2013, 05:05:20 am
Duplicate bug closed.
Title: Re: The Blue Planet build repository
Post by: Trivial Psychic on January 04, 2014, 10:17:51 am
Would a newly trunk-synched build allow 2014MVP compatibility, or is there some other differing element that's causing the incompatibility?
Title: Re: The Blue Planet build repository
Post by: Kolgena on January 09, 2014, 04:52:33 pm
Sorry to jump in this thread but I have a very weird issue with these builds.  :banghead:
Glowpoint overrides on AoA ships don't seem to work while playing with WiH. They work only when selected with AoA.
But they work on the original builds.  :wtf:

Does this happen for other people too? Or is it a issue on my end? Can someone confirm this?

Uh, I realize this is almost a bit of a necro, but did this ever get resolved? I'm getting a similar issue. Aside from the naranya prefit (and maybe the solaris, can't remember), no UEF fighters or frigates have glowpoint lights.

Edit: Being a noob. The radar icons table I made myself was overwriting the glowpoint overrides derp.
Title: Re: The Blue Planet build repository
Post by: Macfie on January 09, 2014, 05:11:16 pm
Would a newly trunk-synched build allow 2014MVP compatibility, or is there some other differing element that's causing the incompatibility?

I'm using the current BP AVX build from this thread and playing WIH with the 2014MVPs without any problems.
Title: Re: The Blue Planet build repository
Post by: Kolgena on January 12, 2014, 05:27:33 am
Are people aware that the current glowpoints are bugged in a few ways, and have been since release?

Glowpoints don't disappear on warpout. Seems to be a problem at least one other (QD) experiences, as seen in his LPs.

Glowpoints seem to duplicate and lag behind the model's movement, mostly noticeable at speeds of >60m/s. 3D ship selection and weapon selection models are pitch black. These two bugs might be specific to my local install, however.
Title: Re: The Blue Planet build repository
Post by: Familiar on February 02, 2014, 10:15:41 am
Are people aware that the current glowpoints are bugged in a few ways, and have been since release?

Glowpoints don't disappear on warpout. Seems to be a problem at least one other (QD) experiences, as seen in his LPs.

Glowpoints seem to duplicate and lag behind the model's movement, mostly noticeable at speeds of >60m/s. 3D ship selection and weapon selection models are pitch black. These two bugs might be specific to my local install, however.

"Glowpoints seem to duplicate " - I confirm this one bug. And thruster glow duplicates as well
Offset of duplicate position is determined by speed of craft. Nightly builds (10280) are not affected.

(https://dl.dropboxusercontent.com/u/18265894/Freespace/duplicate%20glowpoints.png)

As for " 3D ship selection and weapon selection models are pitch black" , my guess it is AMD GPU driver bug - for me downgrade to Catalyst 13.1 helped to solve this. However nightly builds (10280) are affected too.
I have radeon 7950 if it matters.
Title: Re: The Blue Planet build repository
Post by: The E on February 04, 2014, 06:34:44 am
I know about this. I haven't been able to find a solution for it yet.
Title: Re: The Blue Planet build repository
Post by: Familiar on February 04, 2014, 07:31:15 am
I know about this. I haven't been able to find a solution for it yet.
Do you mean glowpoints or 3d models in selection? Or both?
Title: Re: The Blue Planet build repository
Post by: The E on February 04, 2014, 08:06:17 am
Yes.
Title: Re: The Blue Planet build repository
Post by: X3N0-Life-Form on February 04, 2014, 08:39:31 am
I'd wager he means both :P
IIRC, both issues have been reported a while ago.
Title: Re: The Blue Planet build repository
Post by: Familiar on February 04, 2014, 12:13:07 pm
Yes.

 :lol: Damn, you're good!
O'k now I can sleep peacefully, knowing the very best people of HLP are trying to pin down those nasty bugs.
Godspeed gentlemen!
Title: Re: The Blue Planet build repository
Post by: crizza on February 06, 2014, 01:09:35 pm
I feel so incredible embarassed-.-
After almost a year without FS I reistalled everything but I'm simply to stupied. Excuse me in advance.

[attachment deleted by an evil time traveler]
Title: Re: The Blue Planet build repository
Post by: The E on February 06, 2014, 01:12:05 pm
You haven't installed BP properly. Your mod commandline reads "FreeSpace2/blueplanet2,blueplanet,mediavps_3612", remove the mention of FreeSpace2 there. In addition, you are lacking the 3.6.12 MediaVPs.
Title: Re: The Blue Planet build repository
Post by: General Battuta on February 06, 2014, 01:12:39 pm
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.7.1
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -missile_lighting
  -3dshockwave
  -dualscanlines
  -3dwarp
  -snd_preload
  -mod FreeSpace2/blueplanet2,blueplanet,mediavps_3612
  -window
Building file index...
Found root pack 'D:\Games\FreeSpace2\blueplanet\adv-bp.vp' with a checksum of 0x6e9d550d
Found root pack 'D:\Games\FreeSpace2\blueplanet\bp-audio1.vp' with a checksum of 0x53c3080c
Found root pack 'D:\Games\FreeSpace2\blueplanet\bp-audio2.vp' with a checksum of 0xc9c97c6b
Found root pack 'D:\Games\FreeSpace2\blueplanet\bp-compat.vp' with a checksum of 0x6ef45eaf
Found root pack 'D:\Games\FreeSpace2\blueplanet\bp-core.vp' with a checksum of 0x16ea6fad
Found root pack 'D:\Games\FreeSpace2\blueplanet\bp-visuals1.vp' with a checksum of 0x8c01538d
Found root pack 'D:\Games\FreeSpace2\blueplanet\bp-visuals2.vp' with a checksum of 0x6a0a46ec
Found root pack 'D:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0x3f08ae08
Found root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0x0098ee1f
Found root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x749032a2
Found root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0x566add58
Found root pack 'D:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xf2983309
Found root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0xd4e3ad49
Found root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x799e46a1
Found root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x825f5ee0
Found root pack 'D:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xa7037300
Searching root 'D:\Games\FreeSpace2\FreeSpace2/blueplanet2\' ... 0 files
Searching root 'D:\Games\FreeSpace2\blueplanet\' ... 0 files
Searching root pack 'D:\Games\FreeSpace2\blueplanet\adv-bp.vp' ... 358 files
Searching root pack 'D:\Games\FreeSpace2\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'D:\Games\FreeSpace2\blueplanet\bp-audio2.vp' ... 683 files
Searching root pack 'D:\Games\FreeSpace2\blueplanet\bp-compat.vp' ... 1 files
Searching root pack 'D:\Games\FreeSpace2\blueplanet\bp-core.vp' ... 47 files
Searching root pack 'D:\Games\FreeSpace2\blueplanet\bp-visuals1.vp' ... 400 files
Searching root pack 'D:\Games\FreeSpace2\blueplanet\bp-visuals2.vp' ... 1561 files
Searching root 'D:\Games\FreeSpace2\mediavps_3612\' ... 0 files
Searching root 'D:\Games\FreeSpace2\' ... 34 files
Searching root pack 'D:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\FreeSpace2\stu_fs2.vp' ... 1777 files
Searching root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 20 roots and 9542 files.
ERROR: Unknown Language Checksum: -1132430286
Using default language settings...
Setting language to English
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on Lautsprecher (High Definition Audio-Gerät)
  Capture device: Mikrofon (High Definition Audio
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Radeon HD 4800 Series
  OpenGL Version   : 3.3.11653 Compatibility Profile Context

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Using extension "GL_EXT_framebuffer_blit".
  Using extension "GL_EXT_geometry_shader4".
  Using extension "GL_EXT_texture_array".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles
Compiling deferred light shader...
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  OpenGL Shader Version: 3.30
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
WARNING: "Could not load lua script file 'csc_KeyPressed.lua'" at scripting.cpp:1149
WARNING: "Could not load lua script file 'csc_KeyReleased.lua'" at scripting.cpp:1149
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'bp-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'bp-aip.tbm' ...
TBM  =>  Starting parse of 'bp-wxp.tbm' ...
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
TBM  =>  Starting parse of 'bp-wep.tbm' ...
WARNING: "Weapon explosion 'MS_Impact' does not have an LOD0 anim!" at weapons.cpp:181
WARNING: "Weapon explosion 'Mekhu_Impact' does not have an LOD0 anim!" at weapons.cpp:181
WARNING: "Weapon explosion 'Mekhu_Impact' does not have an LOD0 anim!" at weapons.cpp:181
WARNING: "Weapon explosion 'Kayser_Impact' does not have an LOD0 anim!" at weapons.cpp:181
WARNING: "Weapon explosion 'Kayser_Impact' does not have an LOD0 anim!" at weapons.cpp:181
WARNING: "Weapon explosion 'Subach_Impact' does not have an LOD0 anim!" at weapons.cpp:181
WARNING: "Weapon explosion 'Subach_Impact' does not have an LOD0 anim!" at weapons.cpp:181
WARNING: "Weapon explosion 'Subach_Impact' does not have an LOD0 anim!" at weapons.cpp:181
WARNING: "Weapon explosion 'Subach_Impact' does not have an LOD0 anim!" at weapons.cpp:181
WARNING: "For 'exp04', 3 of 4 LODs are missing!" at weapons.cpp:207
WARNING: "Weapon explosion 'capflash' does not have an LOD0 anim!" at weapons.cpp:181
WARNING: "Weapon explosion 'capflash' does not have an LOD0 anim!" at weapons.cpp:181
WARNING: "Weapon explosion 'capflash' does not have an LOD0 anim!" at weapons.cpp:181
WARNING: "Weapon explosion 'capflash' does not have an LOD0 anim!" at weapons.cpp:181
WARNING: "Weapon explosion 'capflash' does not have an LOD0 anim!" at weapons.cpp:181
Int3(): From d:\fso\scp bp\code\globalincs\windebug.cpp at line 1378

Don't worry, happens to everyone. Installing stuff is too hard right now.

Check out your mod line. See how it's pointing at FreeSpace2/blueplanet2? That tells the game to look in FreeSpace2/FreeSpace2/blueplanet, which doesn't exist. It needs to just say blueplanet2, blueplanet, mediavps_3612.

You also don't seem to have any 3.6.12 mediavps installed. If so it's not finding them in /mediavps/3612.
Title: Re: The Blue Planet build repository
Post by: crizza on February 06, 2014, 06:23:07 pm
OMG it hurts...
I thought the new MediaVPs replaced the old...my bad.
And Thank you two :D
Title: Re: The Blue Planet build repository
Post by: Yarn on March 03, 2014, 04:56:22 pm
The current BP build has problems with HUD parsing, at least with the messages gauge: The font, the message width, and perhaps other parameters cannot be changed from their defaults. This problem does not occur with the latest nightly or SVN builds with the BP patch applied, so it looks like a build update is in order.
Title: Re: The Blue Planet build repository
Post by: General Battuta on March 03, 2014, 05:02:07 pm
We're moving back to trunk in our next update. If I send you our most recent HUD table can you let me know what fixes need to be merged in re: low resolutions and widescreen stuff?
Title: Re: The Blue Planet build repository
Post by: Yarn on March 03, 2014, 05:08:57 pm
Yes.
Title: Re: The Blue Planet build repository
Post by: Lykurgos88 on April 01, 2014, 12:03:56 pm
We're moving back to trunk in our next update.

Could we please get one last "BP build" before your next big update? I would LOVE to have non-stretched menus in Blue Planet mod (non-stretched menus were added in trunk version 10545) :D
Title: Re: The Blue Planet build repository
Post by: Gee1337 on April 19, 2014, 05:39:06 am
I've just finished my first ever run through of BP:AoA. Will be starting on WiH soon. I tried running The Blade Itself, but had no joy.

I think my BP installed is bodged and I'm downloading the complete executable installer now.

Would it be worth me removing the existing BluePanet folders before running the executable to avoid conflicts?

Sorry if it seems a bit of a daft question. :/

Edit:- NVM... think I just found my answer!