Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: taylor on June 03, 2006, 07:42:24 pm
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As we gear up for a new FS2_Open release, it's time to try and get some of the Launcher issues fixed as well. Have a go at this test build, make sure old bugs are fixed, and no new ones have found their way in. And be sure to Mantis bugs that haven't already been reported. If it's not in Mantis then it won't be fixed.
http://icculus.org/~taylor/fso/testing/Launcher.rar
Most of the changes here are small, basically addressing the issues that 5.3 introduced:
- no longer complain about spaces in directory names
- let you know if OpenAL32.dll is missing rather than just the stupid "flag file not found" message
- fix crash on long list of cmdline options
- fix Win2k specific issue with long list of cmdline options
- handle issues with mod listings having extra spaces and "," in them
- ... plus a bunch of other small issues being fixed ...
New things:
- OpenGL is the default graphics API now (your current setting doesn't change, just so you know)
- There is now a slider for the OpenGL anisotropic filter setting
Planned for version 5.4 final:
- remove non-standard resolution checkbox, having it always enabled (I've done far too much work on that stuff to still have it considered experimental)
This does also include any previous fixes by Phreak, though I don't know exactly what they all are. The main thing I know of for sure that he fixed is that OpenGL video modes will now list anything that your video card is capable of (like D3D does) rather than just some preset list.
Report any problems/issues, but do it quickly so that we can have this fixed Launcher version done for 3.6.9. Also report any possible missing options that you may have requested previously as well. But remember that this Launcher is getting replaced by a completely new one in the coming months, so please don't ask for any new bells and whistles unless they are really and truely needed.
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Build updated at existing link:
- get rid of non-standard res checkbox for OpenGL (list all modes, but with a small indicator as to whether a mode is non-standard or not)
- add color depth drop-down list (the resolution list will now only list a mode and skip color depth)
- add drop-down for bilinear/trilinear texture filter.
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Very nice. I really like the OpenGL options. :yes:
There is still one thing I'd like to see changed: The sound tab. It still looks like I'm using DirectSound. Even though I'm pretty sure I'm not using it anymore. ;)
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Very nice. I really like the OpenGL options. :yes:
I was going to add the caps button functionality in there, but decided it's basically useless anyway so why spend the time on it. A FSAA setting would be good, but I decided to wait on that for the next FS2_Open version. Anything else you think should be there?
There is still one thing I'd like to see changed: The sound tab. It still looks like I'm using DirectSound. Even though I'm pretty sure I'm not using it anymore. ;)
Yep, it's on my list of things to fix. One of the last remaining bugs that I really want to fix in fact. Basically I'm just trying to find a not-quite-insane method of figuring out if a build was made for OpenAL or not. This is one of the (very) few times that I wish I knew more about Windows programming. :)
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Very nice. I really like the OpenGL options. :yes:
I was going to add the caps button functionality in there, but decided it's basically useless anyway so why spend the time on it. A FSAA setting would be good, but I decided to wait on that for the next FS2_Open version. Anything else you think should be there?
Nothing that is really needed. Maybe sliders for the ambient lightning and the fov. That would look more 'professional'. The Vsync option should also be rather in there, than in the feature tab. And while I'm at it: The 'run in window' also belongs to the place, the resolution is set. Probably not worth the effort though.
There is something else that would be 'nice' to have. IP multiplayer games are pretty annoying, cause you can't just copy and paste the IP in FS2. A possibility to set the IP adress of the server in the launcher would be most comfortable. But again... it's not really needed.
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love the video tab. altough, could someone explain me whats anisotrophic filtering for anyways?
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It's a filtering process that improves the look of textures that are angled or at a large distance relative to the viewer. It basically makes textures less blurry under those circumstances.
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Nothing that is really needed. Maybe sliders for the ambient lightning and the fov. That would look more 'professional'. The Vsync option should also be rather in there, than in the feature tab. And while I'm at it: The 'run in window' also belongs to the place, the resolution is set. Probably not worth the effort though.
All going into the new launcher already, but not this current one. It's just too much work to do now when it's all getting replaced soon anyway.
The IP address issue is new though, I'll have to try and remember to take care of that for the new launcher.
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There is something else that would be 'nice' to have. IP multiplayer games are pretty annoying, cause you can't just copy and paste the IP in FS2. A possibility to set the IP adress of the server in the launcher would be most comfortable. But again... it's not really needed.
You can open and modify Tcp.cfg in notepad though. Although an IP address thing would be very useful for those people who don't know that.
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Updated again. This will probably be the last update before 5.4 final, so be sure to test it well:
- fix disappearing drop-down text when switching between video APIs
- add the "-spec as custom option" fix
- change DX8 tab to look like OpenGL one (ie, resolution drop-down, color depth drop-down, non-standard resolutions included)
The only thing that's still missing is to fix the sound tab from showing other options when OpenAL would be all that's available.
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I think I *might* have found a problem. Right now I am using FS Conversion 3.03 and it's set up to be a mod with all the FS 1 MVE files in the appropriate folder inside the mod folder (fsport). With launcher 5.3 everything is fine. The correct movie plays depending on my mod setting. For example, if no mod is selected the FS2 intro plays at program startup. If fsport is selected then the original FS1 intro plays instead. However, with 5.4 it doesn't seem to find the MVE files in the mod folder.
BTW, it's not a priority issue. In fact, if I rename the FS2 intro.mve, no intro would play at all even when fsport has already been flagged as an active mod. It could be that I put something stupid in my mod.ini or launcher.ini. I doubt it though since launcher 5.3 doesn't complain and handles it just fine. Anyway, if anyone wants me to post their contents just say so and I'll do it.
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Yeah, post the contents of launcher6.ini for me to look at. Oh, and the contents of the mod.ini file for fsport too.
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Here's my launcher6.ini:
#
# DO NOT EDIT THIS FILE
#
[launcher]
exe_filepath = C:\Games\FreeSpace2\fs2_open_r.exe;
game_flags = -ambient_factor 85 -mod mediavps -spec -glow -jpgtga -mipmap -2d_poof -missile_lighting -img2dds -no_vsync -cache_bitmaps -targetinfo -orbradar -rearm_timer -ballistic_gauge -3dwarp -warp_flash -snd_preload ;
active_mod = fsport;
Here's my mod.ini in fsport:
[launcher]
infotext = The original Freespace campaigns ported to FS2!
[multimod]
primarylist = ;
secondrylist = ,mediavps;
[settings]
flags = ;
You might have noticed that I have mediavps in secondrylist in mod.ini even though it's already flagged in launcher6.ini. Well, for some reasons fsport is unable to utilize mediavps without it being specified by mod.ini. It's no where near elegant, but it works. :P
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You might have noticed that I have mediavps in secondrylist in mod.ini even though it's already flagged in launcher6.ini. Well, for some reasons fsport is unable to utilize mediavps without it being specified by mod.ini. It's no where near elegant, but it works. :P
Is that with 5.3 or 5.4? Remove the extra "-mod mediavps" from the custom flags and see if it makes a difference.
Also, if that doesn't work, try running a debug fs2_open and post the top 30 lines or so of the fs.log file.
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Is that with 5.3 or 5.4? Remove the extra "-mod mediavps" from the custom flags and see if it makes a difference.
Also, if that doesn't work, try running a debug fs2_open and post the top 30 lines or so of the fs.log file.
Both use the same launcher6.ini actually. You are right about the extra mod mediavps being the cause though. Removing it fixed the problem completely. Just out of curiosity, what prompted this change? Is it for avoiding priority conflict? It's just that now if I want to disable a mod and run SCP with just mediavps, I will have to manually add the custom mod flag back in. Yeah, I am that lazy. ;)
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It's an error use more than one -mod option, since it will use the last one you specify rather than combining them. The 5.3 launcher had a bug with the cmdline options and when I fixed that it must have fixed this issue too. 5.3 shouldn't have allowed it to work basically.
If you just want to use the mediavps mod then select it as the mod from the mod tab. If you don't have any weird mod.ini file in the mediavps folder (one isn't even required there) then it will just use mediavps as the mod.
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I'm guessing that the thread below has a more current version of Launcher.
http://www.hard-light.net/forums/index.php/topic,40410.0.html
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I'm guessing that the thread below has a more current version of Launcher.
http://www.hard-light.net/forums/index.php/topic,40410.0.html
Yes, if no problem arises that's going to be 'official' Launcher 5.4 (at least that's what Taylor said).
But remember that the latest version of the game is not RC2 but RC3 (http://www.hard-light.net/forums/index.php/topic,40557.0.html).
@SCP Crew. I think you should put a direct copy of Launcher 5.4 in http://fs2source.warpcore.org/exes and post the link here or even modify the first post.
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@SCP Crew. I think you should put a direct copy of Launcher 5.4 in http://fs2source.warpcore.org/exes and post the link here or even modify the first post.
Yep, been meaning to do that. I'll get it updated later tonight.
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sence youre working on the launcher, and im sure all the fredders will agree, put in a fred tab and options. let it use the same mod selector as the game, and put a thing that lets you pick your fred exe somewhere. also throw in a list of fred commandline options.
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Aren't the fred command line options pretty much the same as the the options for FS2O?
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They are but they are a bain in the arse to use compared with the ease of use of the launcher.
That said I don't think we're going to be seeing FRED functions added to the launcher.
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To SCP crew: I think you should create a sticky thread with current Launcher v5.4 (http://fs2source.warpcore.org/exes/Launcher54.rar). It would help new users to find it more easily.
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To SCP crew: I think you should create a sticky thread with current Launcher v5.4 (http://fs2source.warpcore.org/exes/Launcher54.rar). It would help new users to find it more easily.
I'm still not sure that there won't be a couple more changes. What's there can be considered official, but apparently there is some error handling issues going on, if I can find out exactly what they are, and I want to try and address those with a 5.4.1 or something in the near future.
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Actually, maybe you should just include the Launcher in your build releases.
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I'm still not sure that there won't be a couple more changes. What's there can be considered official, but apparently there is some error handling issues going on, if I can find out exactly what they are, and I want to try and address those with a 5.4.1 or something in the near future.
Nevertheless, till we get official 5.4, your current version is much better than 5.3 so you could create:
+ A sticky "CVS Launcher" like "CVS builds".
Or
+ A normal thread but with a clear name ("Launcher v5.4 RC1" or whatever like "3.6.9. RC xxx")
Or
+ As RoniXt has said, put the link inside the first post of 3.6.9. RCxxx (like alpha patches).
(I was just thinking in how a new member in HLP would find it in the easiest possible way, and "Launcher test build (for current Launcher)" thread name or digging in RC2 thread is not a friendly way).
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Wow. It's been a while I didn't come here for new build or whatever update. I can't wait to test those news stuff this evening.
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Renaming the thread isn't a bad idea. I've noticed people miss it a couple of times
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Okay, I have a question as to how the launcher now stores the FSO configuration. As up till now I have been using 5.2, which wrote configuration information directly into registry. It was useful, because it offered an easy way to preconfigure the game by adding the Volition/Freespace2 string into the target registry. But how does it work now? I have noticed the new configuration file (but it also includes the absolute path to the exe, so I can include it into the installer).
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It writes the video/sound/etc. config to the registry as normal. The cmdline options end up in data/cmdline_fso.cfg, and that file can be used on any system. It is handled directly by the game so once that file has options in it you don't need to use the launcher again except to change settings. The launcher6.ini file is only useful to the launcher, and other than giving the path to the exe to use, it's pretty much just redundant info and the game totally ignores it.
(NOTE: data/cmdline_fso.cfg does not work out of a VP, it must be a plain file on the filesystem)
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okay, so, the installer would have to
a) write registry string as usual (does it have to include the command line options now?)
b) install cmdline_fso.cfg to data\.. on the target system
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The registry doesn't contain cmdline options now, or at least they aren't used, that was a launcher-only thing. And depending on what build you use (3.6.9 for instance) the sound and video registry settings should be defaulted if they don't exist. If there is no video entry in the registry then the game defaults to OpenGL 640x480 at 16-bit color. The sound will be OpenAL by default (even when both DS and OpenAL are supported in the same build later on) and will pick the safest sound device by default. The input (joysticks) is the only thing that isn't quite handled automatically, though the new input code I've been working on should take care of that. So, the launcher would/should only be needed if you wanted to change the default settings. Otherwise the game shouldn't need it.
In regards to "b", correct. The only thing to note would be that the launcher can and will make modifications to that file, so you can't really consider any options in there as something that won't ever change. It's a good place to get in your initial defaults at least however, and an easy initial troubleshooting point for you if end users have issues after using the launcher.
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You should also include a launcher6.ini file though for this reason. The second someone opens the launcher and presses OK everything in cmdline_fso.cfg will be rewritten to whatever the launcher has in it. And unless they've altered anything that will be the launcher defaults.
That's only going to affect windows platforms (and only then until we have Taylor's launcher to do things the right way) but it could cause you a fair few support problems unless you include it.
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yeah, that'S the point: all checkboxes are blank. But on the other hand: will the ini file work, if the exe file is not in the default dir?
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It should be reading options from cmdline_fso.cfg if any exist. If it doesn't then I'll fix it so that it does.
And I can do something about the exe name too, just have it use the filename itself if the path is different. So long as the exe is in the same directory as the launcher then that would work without issue.
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The sound will be OpenAL by default (even when both DS and OpenAL are supported in the same build later on) and will pick the safest sound device by default.
Does Directsound still work? I have been having a number of music-related problems for a while now and am guessing that it's related to OpenAL in some way.
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Does Directsound still work? I have been having a number of music-related problems for a while now and am guessing that it's related to OpenAL in some way.
It doesn't by default, but if you build yourself then you can build it without OpenAL and use the old DS code instead.
I've been working on new code to enhance the sound system and it will be able to use either OpenAL or DirectSound, by the users choice, in the same build. Right now you get one or the other, but can't have both.
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Cool, do you think that will be implemented in 3.6.9? Otherwise I can just try making my own build.
Creative released a new driver recently that I was hoping would fix the issues I've been getting with the music not playing (as it lists OpenAL 1.1 hardware support as one of the new features), but it hasn't helped any.
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Cool, do you think that will be implemented in 3.6.9?
Nope, not a chance. :)
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Wow, I did download the Launcher and play the game. No freezes, no low performance. __Thanks at the developer ;)
Greetings
Beli
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Hmm, this is really frustrating. I tried to place a shortcut to the launcher in the start menu, but it didn't work. (The error message is as follows: The launcher must be in the same directory as the binary you are trying to use). I had the same problem with 5.3. 5.2 created ini file at the location of the shortcut instead of the FS2 dir.
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I've been trying this out today cause the BSG team are in the same boat.
Open up the properties for that start menu item and have a look at what the Start In field says.
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Here's a request: The bitmap images for mods (under the mod tab). I like those, but the Launcher ran me through hell and back because my image was not exactly 255x112 pixels. I eventually got it close (to 254x112), and had to insert a line of white pixels to get it to work. The white pixels aren't noticeable, but still.
Anyway, could we make that window a little more flexible?
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I've been trying this out today cause the BSG team are in the same boat.
Open up the properties for that start menu item and have a look at what the Start In field says.
Target: "C:\Games\Wing Commander Saga Prologue\Launcher.exe"
Start In: " "
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That's your problem. It should say Start in "C:\Games\Wing Commander Saga Prologue\"
Instead it's trying to start somewhere in your Documents and Settings folder.
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Is there going to be a Linux version of this? :nervous:
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In other words:
Target: "<TARGETDIR>\Launcher.exe"
Start In: "<TARGETDIR>"\
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Anyway, could we make that window a little more flexible?
No. That stuff isn't going to work in the new launcher so it's just a waste of time to modify the current launcher to support something that the new launcher wouldn't use anyway. The current launcher is just getting bug fixes to hold everyone over until it's officially scrapped in favor of the new cross-platform launcher. No new features will get in unless it's to address a particular bug (ie, getting around NAT for network IP).
Is there going to be a Linux version of this? :nervous:
Of the launcher you mean? If so then, no. The launcher as it is will die a sad death still stuck on the Win32 platform. But a new launcher is in the works which is completely redesigned and will be fully cross-platform.
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Alright, Launcher 5.5 (to be released after a little more testing, PM me if you want to test it out now) will have the following changes to how it handles the exe path:
- The launcher6.ini file can have an exe name, but no path, and the path will automatically be set to the current directory
- If the above happens, and there is no matching exe name existing in that directory, you will get the same old "same directory" error
- If there is a path and it isn't the same as the launcher directory, it will use a binary of the same name in the launcher directory, if binary of same name exists
Does that sound ok and hopefully get all of the installer issues?
You would still include a cmdline_fso.cfg file for the initial defaults (for when you don't run the launcher first), but with these changes you should also be able to include a launcher6.ini file without full path info for the exe and still be ok.
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An idea to help reduce some issues, is there a way to set a define in the launcher so that if it detects a problem ATI card, it invisibly set's -disable_fbo? Or is there too much variable with what kinds of cards this happens on? (As I know it's not a driver version dependant issue.) Might help cut down on posts by people who don't know how to search.
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Sounds good Taylor.
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Alright, Launcher 5.5 (to be released after a little more testing, PM me if you want to test it out now) will have the following changes to how it handles the exe path:
- The launcher6.ini file can have an exe name, but no path, and the path will automatically be set to the current directory
- If the above happens, and there is no matching exe name existing in that directory, you will get the same old "same directory" error
- If there is a path and it isn't the same as the launcher directory, it will use a binary of the same name in the launcher directory, if binary of same name exists
Does that sound ok and hopefully get all of the installer issues?
You would still include a cmdline_fso.cfg file for the initial defaults (for when you don't run the launcher first), but with these changes you should also be able to include a launcher6.ini file without full path info for the exe and still be ok.
Sounds like an excellent solution!
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I'm pretty sure this has been asked before but in anycase, will there be a mac and linux version of the launcher anytime in the near future? It can be a pain to remember/ enter in manualy all the commands by hand.
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There's already a Linux version (http://www.hard-light.net/forums/index.php/topic,44204.0.html) and ironically enough when I went to get you the link I noticed that someone had just posted a Mac version (http://www.hard-light.net/forums/index.php/topic,44568.msg907426.html#new) too
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Since we have a Launcher 5.5, isn't this thread a little outdated, and no longer requiring Stickification?
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What would be realy nice is if we could add a flag that adds the "-showship" for cockpit views, so people don't have to do it manuely. Bare in mind a few ships like the hercs and apollo need to be centered correctly, but that doesnt seem to hard to do. Perhaps the launcher could read off a new text file that is edited constantly as new ships are added and people figure out what is centered for these ships.
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I think the exact opposite is needed actually. The launcher flag should be "Don't show cockpit" That way if you don't like them you can turn them off in a mod without extracting the tables and editing them.
It should be up to the mod in question (and that includes mediaVPs!) to turn them on.
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even better, but such a table should be included with the mediavps right?:)
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Either with them or as an optional extra.
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Since we have a Launcher 5.5, isn't this thread a little outdated, and no longer requiring Stickification?
That's 5.5a :p
But couldn't we just change the name of the thread by modifying the first post?
*stares at Taylor*
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Since we have a Launcher 5.5, isn't this thread a little outdated, and no longer requiring Stickification?
That's 5.5a :p
But couldn't we just change the name of the thread by modifying the first post?
*stares at Taylor*
I've just got in this thread to post exactly what you've posted.
Please unstick/rename this thread and update it. NOW it can be a PITA for newbies