Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: taylor on October 07, 2007, 07:20:24 pm

Title: 2007-10-07 stable branch (Xt version)
Post by: taylor on October 07, 2007, 07:20:24 pm
Well here it is, the long awaited public test build. :)

Windows build (http://icculus.org/~taylor/fso/testing/20071007-win32.rar)
Source tarball (http://icculus.org/~taylor/fso/testing/fs2_open-3.6.10-20071007.tar.bz2)

Normal map test pack (http://fs2source.warpcore.org/exes/nm_test.rar) (required if you want to try out normal maps for FS2 ships)

This is a pre-commit build for my Xt tree that has been in heavy development all year.  All of the changes included in this build are intended for 3.6.10.


Here is a basic rundown of what you can expect:

Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Cobra on October 07, 2007, 07:26:16 pm
We need a bowing smilie.

Will the new test shaders do anything with subspace vortexes?
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Hades on October 07, 2007, 07:26:55 pm
I am getting a 404 on the Normal map test pack.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Cobra on October 07, 2007, 07:27:48 pm
Me too. Could you provide a screenshot of ships with normal mapping? :nervous:

What would the system requirements be for such graphics, though?
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Hades on October 07, 2007, 07:44:34 pm
!   C:\Documents and Settings\Nicholas\Desktop\nm_test.rar: CRC failed in nm_test.vp. The file is corrupt
!   C:\Documents and Settings\Nicholas\Desktop\nm_test.rar: Unexpected end of archive


I think it might be corrupt.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Cobra on October 07, 2007, 07:45:32 pm
Redownload it?
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: taylor on October 07, 2007, 07:46:41 pm
Will the new test shaders do anything with subspace vortexes?
Nope, at least not until 3.7.

I am getting a 404 on the Normal map test pack.
Strange.  I tested the link before I posted the new thread, and it worked fine at that point, but the file is definitely missing now.  I'm uploading it again right now, so wait about 45 minutes and try again.

Me too. Could you provide a screenshot of ships with normal mapping? :nervous:
http://i238.photobucket.com/albums/ff43/mtrs31602/hatshepsut.jpg

Quote
What would the system requirements be for such graphics, though?
You need GLSL support, and if you've got that then you have the required hardware at least.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Cobra on October 07, 2007, 07:51:58 pm
Me too. Could you provide a screenshot of ships with normal mapping? :nervous:
http://i238.photobucket.com/albums/ff43/mtrs31602/hatshepsut.jpg

:eek2:

Quote
What would the system requirements be for such graphics, though?
You need GLSL support, and if you've got that then you have the required hardware at least.

GeForce NX7300LE?
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Hades on October 07, 2007, 07:59:59 pm
Hey Taylor, can you put a 7-zip up as well?
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Herra Tohtori on October 07, 2007, 08:05:06 pm
Regarding GLSL support, I found this tidbit of information - can't wager it's accuracy but what the hell:

Quote from: Benjamin Supnik (http://xplanescenery.blogspot.com/2006/11/using-glsl-does-not-mean-changing.html)
GLSL is a video driver feature that depends on pixel shaders.

The following ATI and nVidia cards have pixel shaders:
- Any GeForce with a number 5000 or higher.
- Any Radeon with a number 9500 or higher.
- Any Radeon with an "X" in the name (e.g. X850)

But not only do you need one of these cards, but you need new enough drivers to have GLSL. This means 10.4 for Mac users and probably a driver update on Windows.


Hope this helps.

At any rate, awesome... :nod:

EDIT:

The build is a bit unstable... it crashes if I fly too close to the GVD Psamtik, or perhaps when the Belisarius explodes.

Errorlog.txt, latest relevant information:
Code: [Select]
fs2_open_3_6_10-20071007T caused an Access Violation in module fs2_open_3_6_10-20071007T.exe at 001b:004c2e01.
Exception handler called in FreeSpace 2 Main Thread.
Error occurred at 10/8/2007 04:45:50.
T:\Pelit\Freespace2 SCP\fs2_open_3_6_10-20071007T.exe, run by HP_Omistaja.
1 processor(s), type 586.
2048 MBytes physical memory.
Write to location 00000030 caused an access violation.

fs2_open.log

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 version: 3.6.10
Passed cmdline options:
  -spec_exp 16.7
  -spec_static 0.9
  -spec_point 0.6
  -spec_tube 1
  -alpha_env
  -ambient_factor 60
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -no_emissive_light
  -normal
  -height
  -cache_bitmaps
  -no_vsync
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -voicer
  -mod FS2_Lightspeed,STARFIELD_REPLACEMENT,normalmaps,mediavp368zeta,DDS_beamglows,replace_retail_stars,a_subspace
  -no_set_gamma
  -fps
Building file index...
Found root pack 'T:\pelit\freespace2 scp\FS2_Lightspeed\FS2LightspeedMissions.vp' with a checksum of 0x7f09f4b6
Found root pack 'T:\pelit\freespace2 scp\normalmaps\nm_test.vp' with a checksum of 0x85a84b5b
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\a_subspace.vp' with a checksum of 0x02b13584
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\Elysium_HTL.vp' with a checksum of 0x67829cca
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\GVB_Bakha_maps.vp' with a checksum of 0x85281da1
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_advalphapatch.vp' with a checksum of 0x824c9eb8
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_adveffects.vp' with a checksum of 0xfeb54970
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_alphapatch.vp' with a checksum of 0x7c124d88
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_core.vp' with a checksum of 0xb6cb1f6a
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_effects.vp' with a checksum of 0x1986a43c
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_models.vp' with a checksum of 0x2f8a711a
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_music.vp' with a checksum of 0xcca92482
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_textures.vp' with a checksum of 0x2c43a80e
Found root pack 'T:\pelit\freespace2 scp\DDS_beamglows\mv_DDSBeamglows.vp' with a checksum of 0xb2d302f6
Found root pack 'T:\pelit\freespace2 scp\cloaktest.vp' with a checksum of 0x7771b701
Found root pack 'T:\pelit\freespace2 scp\cubemap.vp' with a checksum of 0xde8a6d4a
Found root pack 'T:\pelit\freespace2 scp\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'T:\pelit\freespace2 scp\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'T:\pelit\freespace2 scp\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'T:\pelit\freespace2 scp\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'T:\pelit\freespace2 scp\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'T:\pelit\freespace2 scp\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'T:\pelit\freespace2 scp\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'T:\pelit\freespace2 scp\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'T:\pelit\freespace2 scp\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'T:\pelit\freespace2 scp\FS2_Lightspeed\' ... 67 files
Searching root pack 'T:\pelit\freespace2 scp\FS2_Lightspeed\FS2LightspeedMissions.vp' ... 41 files
Searching root 'T:\pelit\freespace2 scp\STARFIELD_REPLACEMENT\' ... 15 files
Searching root 'T:\pelit\freespace2 scp\normalmaps\' ... 0 files
Searching root pack 'T:\pelit\freespace2 scp\normalmaps\nm_test.vp' ... 72 files
Searching root 'T:\pelit\freespace2 scp\mediavp368zeta\' ... 37 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\a_subspace.vp' ... 63 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\Elysium_HTL.vp' ... 1 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\GVB_Bakha_maps.vp' ... 3 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_advalphapatch.vp' ... 36 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_adveffects.vp' ... 299 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_alphapatch.vp' ... 84 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_core.vp' ... 88 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_effects.vp' ... 580 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_models.vp' ... 399 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_music.vp' ... 15 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_textures.vp' ... 1526 files
Searching root 'T:\pelit\freespace2 scp\DDS_beamglows\' ... 183 files
Searching root pack 'T:\pelit\freespace2 scp\DDS_beamglows\mv_DDSBeamglows.vp' ... 183 files
Searching root 'T:\pelit\freespace2 scp\replace_retail_stars\' ... 24 files
Searching root 'T:\pelit\freespace2 scp\a_subspace\' ... 106 files
Searching root 'T:\pelit\freespace2 scp\' ... 16 files
Searching root pack 'T:\pelit\freespace2 scp\cloaktest.vp' ... 7 files
Searching root pack 'T:\pelit\freespace2 scp\cubemap.vp' ... 1 files
Searching root pack 'T:\pelit\freespace2 scp\root_fs2.vp' ... 157 files
Searching root pack 'T:\pelit\freespace2 scp\smarty_fs2.vp' ... 10 files
Searching root pack 'T:\pelit\freespace2 scp\sparky_fs2.vp' ... 3027 files
Searching root pack 'T:\pelit\freespace2 scp\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'T:\pelit\freespace2 scp\stu_fs2.vp' ... 2355 files
Searching root pack 'T:\pelit\freespace2 scp\tango1_fs2.vp' ... 32 files
Searching root pack 'T:\pelit\freespace2 scp\tango2_fs2.vp' ... 15 files
Searching root pack 'T:\pelit\freespace2 scp\tango3_fs2.vp' ... 10 files
Searching root pack 'T:\pelit\freespace2 scp\warble_fs2.vp' ... 52 files
Searching root 'n:\' ... 0 files
Found 34 roots and 10841 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
GR_CPU: Family 15, MMX=Yes
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 7600 GT/PCI/SSE2/3DNOW!
  OpenGL Version    : 2.1.1

  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".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  b-vert.sdr / b-frag.sdr ...
  Compiling shader ->  b-vert.sdr / bg-frag.sdr ...
  Compiling shader ->  b-vert.sdr / bs-frag.sdr ...
  Compiling shader ->  b-vert.sdr / bgs-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bn-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bgn-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bsn-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bgsn-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bnh-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bgnh-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bsnh-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bgsnh-frag.sdr ...
  Compiling shader ->  be-vert.sdr / bse-frag.sdr ...
  Compiling shader ->  be-vert.sdr / bgse-frag.sdr ...
  Compiling shader ->  bne-vert.sdr / bsne-frag.sdr ...
  Compiling shader ->  bne-vert.sdr / bgsne-frag.sdr ...
  Compiling shader ->  bne-vert.sdr / bsnhe-frag.sdr ...
  Compiling shader ->  bne-vert.sdr / bgsnhe-frag.sdr ...

  Max texture units: 4 (16)
  Max elements vertices: 4096
  Max elements indices: 4096
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 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: Performing global function/(library/object) name repeat check...
LUA: Performing library/object name repeat check...
LUA: Performing object/object name repeat check...
LUA: Performing library/library name repeat check...
LUA: Initializing library functions...
LUA: Initializing object functions...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
ANI 2_radar1 with size 170x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_expl-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_flak-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'blackfly-wep.tbm' ...
TBM  =>  Starting parse of 'cloak-shp.tbm' ...
TBM  =>  Starting parse of 'mv_textures-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_turretangle-shp.tbm' ...
WARNING:  Animation trigger #0 on subsystem 'turret01a', for ship 'GTB Medusa', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'b05-turreta', for ship 'GTB Ursa', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GTFR Triton', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GTFR Triton', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret09a-01-main', for ship 'GTC Fenris', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GTM Hippocrates', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GTM Hippocrates', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03', for ship 'GTM Hippocrates', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret09a-01-main', for ship 'GTC Leviathan', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret02a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret03a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret04a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret05a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret02', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret03', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret04', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret05', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret06', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret07', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret08', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret02a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret03a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret04a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret05a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret02a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret03a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret04a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret05a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret06a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret07a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret08a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret09a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret10a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GTCv Deimos', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GTCv Deimos', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03', for ship 'GTCv Deimos', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret04', for ship 'GTCv Deimos', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret04', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret05', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret06', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret11a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret19', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret21a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret22a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret23a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret24a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret25a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GTT Argo', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GTT Argo', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01-main', for ship 'GVFr Satis', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01a', for ship 'GVC Aten', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02a', for ship 'GVC Aten', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GVC Mentu', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GVC Mentu', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret15', for ship 'GVC Mentu', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret16', for ship 'GVC Mentu', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GVCv Sobek', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GVCv Sobek', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03', for ship 'GVCv Sobek', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret05', for ship 'GVCv Sobek', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret07', for ship 'SC Cain', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret07', for ship 'SC Lilith', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'SFr Mephisto', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03', for ship 'SFr Mephisto', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03a-base', for ship 'SD Demon', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret06a-base', for ship 'SD Demon', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret07a-base', for ship 'SD Demon', has a negative reverse_start value!  Capping it at 0!
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'blackfly-shp.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 1452
MOVIE ERROR: Unable to open movie file 'intro.mve' in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer.pcx'
ANI 2_mainwalk.ani with size 477x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 189x189 (26.2% wasted)
ANI 2_maincrane.ani with size 116x116 (9.4% wasted)
ANI 2_mainexit.ani with size 174x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 158x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 145x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 119x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 206x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 190x190 (25.8% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
ANI 2_Loading.ani with size 43x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particlesmoke01.eff) with 52 frames at 28 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 61 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 50 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 50 fps.
loading warp modelLoading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x101d7c20, IBX checksum: 0x99c55bfb -- "warp.pof"
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xe3e74b11, IBX checksum: 0xaf49dd0a -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
Starting mission message count : 205
Ending mission message count : 246
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xb6f1d7a0, IBX checksum: 0x10867ffb -- "fighter2t-05.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX/TSB to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0x6b6ee3e4, IBX checksum: 0xa42ee30b -- "freighter04.pof"
Loading model 'capital2V-01.pof'
IBX: Found a good IBX/TSB to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0x3bf5b85e, IBX checksum: 0x0a92c68b -- "capital2V-01.pof"
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem bridge, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay01, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay02, believed to be in ship capital2V-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x38d76665, IBX checksum: 0xc8ac382c -- "fighter2v-01.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x4efb1775, IBX checksum: 0xe824a3f0 -- "corvette2t-01.pof"
Loading model 'fighter06.pof'
IBX: Found a good IBX/TSB to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xe027d9cd, IBX checksum: 0x336cb0cf -- "fighter06.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 53x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 96x96 (25.0% wasted)
ANI toggle1 with size 20x20 (37.5% wasted)
ANI weapons1 with size 20x20 (37.5% wasted)
ANI weapons1_b with size 20x20 (37.5% wasted)
ANI 2_toparc1 with size 60x60 (6.3% wasted)
ANI 2_toparc2 with size 24x24 (25.0% wasted)
ANI 2_toparc3 with size 29x29 (9.4% wasted)
ANI 2_leftarc with size 252x252 (1.6% wasted)
ANI 2_rightarc1 with size 252x252 (1.6% wasted)
ANI 2_reticle1 with size 24x24 (25.0% wasted)
ANI targhit1 with size 21x21 (34.4% wasted)
ANI energy1 with size 41x41 (35.9% wasted)
ANI targetview1 with size 156x156 (39.1% wasted)
ANI targetview2 with size 96x96 (25.0% wasted)
ANI targetview3 with size 20x20 (37.5% wasted)
ANI damage1 with size 25x25 (21.9% wasted)
ANI support1 with size 24x24 (25.0% wasted)
ANI objective1 with size 21x21 (34.4% wasted)
ANI wingman1 with size 53x53 (17.2% wasted)
ANI wingman2 with size 53x53 (17.2% wasted)
ANI wingman3 with size 53x53 (17.2% wasted)
ANI netlag1 with size 30x30 (6.3% wasted)
ANI head1 with size 132x132 (48.4% wasted)
ANI time1 with size 23x23 (28.1% wasted)
Loading model 'starfield.pof'
IBX: Found a good IBX/TSB to read for 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x105319f7, IBX checksum: 0x13adb764 -- "starfield.pof"
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 186 new ship subsystems ...  a total of 400 is now available (40 in-use).
About to page in ships!
ANI shield-f06 with size 93x93 (27.3% wasted)
ANI shieldft-05 with size 93x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xdb916bfd, IBX checksum: 0x2d3a3c54 -- "support2t-01.pof"
ANI shieldfv-01 with size 93x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0xb4ca2191, IBX checksum: 0x128f6499 -- "support2v-01.pof"
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0xe735bd7b, IBX checksum: 0xe0f4d609 -- "hornet.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0xf180b177, IBX checksum: 0x550e2976 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x99e70c37, IBX checksum: 0x35cba680 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0xe735bd7b, IBX checksum: 0xe0f4d609 -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x99891c8b, IBX checksum: 0x9eed3bf1 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0xcb4739b4, IBX checksum: 0x5df545ff -- "crossbow.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x8075cf85, IBX checksum: 0xbcf94511 -- "piranha.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0xe5f32533, IBX checksum: 0x51a56331 -- "cmeasure01.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x63c8ffc1, IBX checksum: 0xa67c1fb2 -- "harbinger.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0xe8d505d5 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0xba3da9aa -- "debris02.pof"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 170x170 (33.6% wasted)
ANI 2_lock1.ani with size 53x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 96x96 (25.0% wasted)
ANI toggle1.ani with size 20x20 (37.5% wasted)
ANI weapons1.ani with size 20x20 (37.5% wasted)
ANI 2_toparc1.ani with size 60x60 (6.3% wasted)
ANI 2_toparc2.ani with size 24x24 (25.0% wasted)
ANI 2_toparc3.ani with size 29x29 (9.4% wasted)
ANI 2_leftarc.ani with size 252x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 252x252 (1.6% wasted)
ANI 2_reticle1.ani with size 24x24 (25.0% wasted)
ANI targhit1.ani with size 21x21 (34.4% wasted)
ANI energy1.ani with size 41x41 (35.9% wasted)
ANI targetview1.ani with size 156x156 (39.1% wasted)
ANI targetview2.ani with size 96x96 (25.0% wasted)
ANI targetview3.ani with size 20x20 (37.5% wasted)
ANI damage1.ani with size 25x25 (21.9% wasted)
ANI support1.ani with size 24x24 (25.0% wasted)
ANI objective1.ani with size 21x21 (34.4% wasted)
ANI wingman1.ani with size 53x53 (17.2% wasted)
ANI wingman2.ani with size 53x53 (17.2% wasted)
ANI wingman3.ani with size 53x53 (17.2% wasted)
ANI netlag1.ani with size 30x30 (6.3% wasted)
ANI head1.ani with size 132x132 (48.4% wasted)
ANI time1.ani with size 23x23 (28.1% wasted)
ANI shield-f06.ani with size 93x93 (27.3% wasted)
ANI shieldft-05.ani with size 93x93 (27.3% wasted)
ANI shieldfv-01.ani with size 93x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1355/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 459,  Estimated count = 425
================================================
ANI cb_sm1-01_a.ani with size 200x200 (21.9% wasted)
ANI cb_sm1-01_b.ani with size 200x200 (21.9% wasted)
ANI cb_sm1-01_c.ani with size 200x200 (21.9% wasted)
ANI cb_sm1-01_d.ani with size 200x200 (21.9% wasted)
No cached palette file
Frame  0 too long!!: frametime = 28.368 (28.368)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 400x400 (21.9% wasted)
ANI iconwing01 with size 28x28 (12.5% wasted)
ANI iconSD4 with size 24x24 (25.0% wasted)
ANI iconScalpel with size 24x24 (25.0% wasted)
ANI 2_SD4.ani with size 304x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 304x304 (40.6% wasted)
ANI iconplanet with size 182x182 (28.9% wasted)
ANI FadeiconPlanet with size 182x182 (28.9% wasted)
ANI FadeiconPlanet.ani with size 182x182 (28.9% wasted)
ANI iconv-freightercw with size 65x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW with size 65x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW.ani with size 65x65 (49.2% wasted)
ANI icont-fightW with size 54x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 54x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 54x54 (15.6% wasted)
Frame  0 too long!!: frametime = 0.579 (0.579)
ANI iconplanet.ani with size 182x182 (28.9% wasted)
Frame  0 too long!!: frametime = 0.297 (0.297)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  34.461
Frame  1 too long!!: frametime = 0.348 (0.348)
ANI Head-TP4a.ani with size 120x120 (6.3% wasted)
ANI Head-TP4b.ani with size 120x120 (6.3% wasted)
ANI Head-VP1b.ani with size 120x120 (6.3% wasted)
Dumping screen to 'screen0285'
Dumping screen to 'screen0286'
Dumping screen to 'screen0287'
3127 frames executed in  30.006 seconds, 104.213 frames per second.
ANI Head-TP4a.ani with size 120x120 (6.3% wasted)
ANI Head-VP1a.ani with size 120x120 (6.3% wasted)
Frame 6683: Weapon #54 CHASING cmeasure #108
Frame 6683: Weapon #98 CHASING cmeasure #108
ANI Head-VP1b.ani with size 120x120 (6.3% wasted)
ANI Head-TP1a.ani with size 120x120 (6.3% wasted)
ANI Head-CM2a.ani with size 120x120 (6.3% wasted)
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 18904: Could not create debris, no more slots left
Frame 18904: Could not create debris, no more slots left
Dumping screen to 'screen0288'
ANI Head-CM2c.ani with size 120x120 (6.3% wasted)
Dumping screen to 'screen0289'
ANI Head-VCb.ani with size 120x120 (6.3% wasted)
Dumping screen to 'screen0290'
Dumping screen to 'screen0291'
ANI Head-CM2a.ani with size 120x120 (6.3% wasted)
Dumping screen to 'screen0292'
ANI Head-VCa.ani with size 120x120 (6.3% wasted)
ANI Head-CM2b.ani with size 120x120 (6.3% wasted)
Dumping screen to 'screen0293'
ANI Head-VCb.ani with size 120x120 (6.3% wasted)


That said, the graphics do look awesome and don't really seem to hurt the performance at all on my rig (well, at least in the first FS2 campaign mission...) - apart from the obvious crashing, which might be related to something else as well... Hm, is it okay to post screenies here or should I take them to the Celebration et al thread(s)?
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: taylor on October 07, 2007, 08:48:26 pm
Hey Taylor, can you put a 7-zip up as well?
Nope.  I hate uploading things.  :p  :D
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Admiral Nelson on October 07, 2007, 09:18:20 pm
Thanks very much for all of the work that must have gone into this.

A question:  Is there any issue with alpha env maps in this build?  The Aeolus seems to be back to the saran wrap look.  I haven't observed an effect so extreme on other ships, however.

(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/AeolusReflect.jpg)
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: taylor on October 07, 2007, 09:37:28 pm
A question:  Is there any issue with alpha env maps in this build?  The Aeolus seems to be back to the saran wrap look.  I haven't observed an effect so extreme on other ships, however.
Nope, I only released it after all known code bugs had been squashed. :)

But, there may be some video card/driver issue at work here.  What video card and driver version are you using now?
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Admiral Nelson on October 07, 2007, 09:43:54 pm
8800 GTX with 163.69 drivers.

Thanks again.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: taylor on October 07, 2007, 09:47:54 pm
The build is a bit unstable... it crashes if I fly too close to the GVD Psamtik, or perhaps when the Belisarius explodes.
Hmm... yep, looks like you found a bug in some code that I added at the last minute for Vasudan Admiral.  It got through my tests, but obviously I wasn't thorough enough. :)

I'll try and get that fixed and the build updated in a few minutes.

Quote
That said, the graphics do look awesome and don't really seem to hurt the performance at all on my rig (well, at least in the first FS2 campaign mission...) - apart from the obvious crashing, which might be related to something else as well... Hm, is it okay to post screenies here or should I take them to the Celebration et al thread(s)?
Might be best to start a new thread, a "Celebration: Part 2" type of thing. :)
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: taylor on October 07, 2007, 10:03:11 pm
Ok, the build has now been updated with the crash fix that Herra Tohtori found.  Everyone should download the binary again since it's a general problem and will affect everyone.


8800 GTX with 163.69 drivers.
Using Vista?  There have been known issues discovered so far during testing, particularly with certain NVIDIA drivers.  I don't remember anything specific to what you've got though.  You could try going with updated/beta drivers, or back to an older version, and see if it makes a difference.  Or, you could just disable envmaps for now and, if that's the only problem you see, simply wait for a new driver to come out.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Cobra on October 07, 2007, 10:19:33 pm
Hum. The normal maps don't seem to be working.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: CKid on October 07, 2007, 10:31:05 pm
Ok, the build has now been updated with the crash fix that Herra Tohtori found.  Everyone should download the binary again since it's a general problem and will affect everyone.

Oh Thank God, I had the same problem in the same mission and I thought my card did not have GLSL support. Now after seeing that it was just a bug, I can relax now.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Admiral Nelson on October 07, 2007, 10:33:10 pm
Quote
Using Vista?  There have been known issues discovered so far during testing, particularly with certain NVIDIA drivers.  I don't remember anything specific to what you've got though.  You could try going with updated/beta drivers, or back to an older version, and see if it makes a difference.  Or, you could just disable envmaps for now and, if that's the only problem you see, simply wait for a new driver to come out.

Yes, Vista, but this actually seems to be a file problem on my part and not a bug.  Sorry for the confusion.  I do see the bump maps quite clearly on, for instance, the Ulysses.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: taylor on October 07, 2007, 10:40:58 pm
Hum. The normal maps don't seem to be working.
You can check the debug log to make sure that it's using GLSL.  Or, a perhaps quicker method, go into the lab and look in the render options window for "Fixed Render Pipeline".  That option only shows up if GLSL is active, being there for testing purposes, for switching between the new programmable render pipeline and the old fixed render pipeline.

Another point to be made though, since I forgot about this until now, is that the test VP I posted is compatible only with non-beta MediaVPs.  DaBrain's beta VPs use different filenames, and I only included files which are compatible will previous MediaVPs and my personal VPs (for the few people that have those).
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: chief1983 on October 07, 2007, 10:48:39 pm
Ok, if I have GLSL enabled, and then try to use any of the map options, the game crashes to desktop immediately upon launch.  I'm using NGO Optimized ATI Driver 1.7.3, so I don't know if this is the reason or not.  If I turn off the map options but leave GLSL on, it starts, and if I turn off GLSL, the map options can still be on, and it starts then too, just not both.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Cobra on October 07, 2007, 11:01:13 pm
Hum. The normal maps don't seem to be working.
You can check the debug log to make sure that it's using GLSL.  Or, a perhaps quicker method, go into the lab and look in the render options window for "Fixed Render Pipeline".  That option only shows up if GLSL is active, being there for testing purposes, for switching between the new programmable render pipeline and the old fixed render pipeline.

Figures. It didn't show up. :doubt:

Everything else that has to with graphics works, though.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Mr_Maniac on October 08, 2007, 12:54:40 am
I got eaten by a grue :( (404 - source tarball missing.)
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: taylor on October 08, 2007, 04:07:24 am
I got eaten by a grue :( (404 - source tarball missing.)
Should be fixed now.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: karajorma on October 08, 2007, 05:29:49 am
Looks good. Taylor have you got an ETA for when the improved multiplayer code is going to be in CVS?
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Hades on October 08, 2007, 06:32:38 am
Where do you pt the normal map vp?
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: CKid on October 08, 2007, 07:14:55 am
mediavp folder
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: taylor on October 08, 2007, 08:15:08 am
Taylor have you got an ETA for when the improved multiplayer code is going to be in CVS?
I'm ready to commit what I've got now, just haven't had the chance to do it yet.  The plan is, over the course of this week, to commit most of the code that I've got.  A full diff is in excess of 45,000 lines at the moment, so it's going to take a few days of work to actually commit, particularly since numerous parts of the code need to be rewritten to work without the bits that I'm not yet ready to commit.  About the only thing that isn't going in CVS now is the new texture replacement code, since it basically needs to be rewritten from scratch, again.  The new multiplayer code still isn't complete, but since I haven't been able to drum up any help to fix the last bugs so far (almost entirely non-Windows related bugs), maybe getting it in CVS will help encourage someone to finally help out.

The commits will be to the stable branch only though, the differences between the two trees are too great to get everything in to both branches at the same time.  I'll catch up HEAD with everything that is missing next month (or the end of this month, if times allows).
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: taylor on October 08, 2007, 08:35:46 am
This isn't really the thread I want to discuss this in, but everyone is here and if there is interest then a new thread can be created...

One thing about the shaders in the current code is that, although their functionality is rather limited, they are customizable.  The default shader set is embedded in the binary, but you can also have versions on disk or in a VP which override the embedded versions.  The default shaders make a couple of compromises, for the purposes of greater compatibility and performance, but more can be done with them.

For instance:  we only allow the first light to be per-pixel, but someone could customize the shaders to make all of the lights per-pixel; the env map has a very basic 2x2 blur applied to it, but that could be changed to a more complex gaussian blur instead; the parallax mapping shaders could be expanded to also add self-shadowing (ie, steep parallax mapping).

If anyone is interested in playing around with the shaders let me know and I'll post a thread for discussion about them.  There are no plans to replace the default shaders, but perhaps the MediaVPs could contain "enhanced" versions based on changes that all of you might come up with.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: starfox on October 08, 2007, 10:23:05 am
I've tried pretty much everything, but I still can't get normal maps to work.
- Updated Graphic card drivers...
- Tried to look for the "Fixed Render Pipeline"
- Played around Launcher options...
- Extracted the stuff on nm_test.vp on different folders

Build itself is pure awesomeness, but I still wish to try this out, been waiting for the long time, that is.
And as for the GLSL, I also tried the debug build, to find out if it works at all, to no avail.
Could anyone lend a hand on this, I can't really figure it out ?


Here's the log...

==========================================================================
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 version: 3.6.10
Passed cmdline options:
  -spec_exp 16.7
  -spec_static 0.9
  -spec_point 0.6
  -spec_tube 1
  -ambient_factor 60
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -no_emissive_light
  -normal
  -height
  -cache_bitmaps
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps,mediavps
  -no_glsl
  -fps
  -stats
  -debug_window
Building file index...
Found root pack 'D:\installed games\freespace 2 scp\mediavps\GVB_Bakha_maps.vp' with a checksum of 0x85281da1
Found root pack 'D:\installed games\freespace 2 scp\mediavps\HTL_Ravana_DDS.vp' with a checksum of 0x246d53eb
Found root pack 'D:\installed games\freespace 2 scp\mediavps\LSNebPlusFS2Missions.vp' with a checksum of 0x775e7c1b
Found root pack 'D:\installed games\freespace 2 scp\mediavps\mp-710_adveffects.vp' with a checksum of 0x55caf318
Found root pack 'D:\installed games\freespace 2 scp\mediavps\mp-710_effects.vp' with a checksum of 0xe22bdcc2
Found root pack 'D:\installed games\freespace 2 scp\mediavps\mp-710_models.vp' with a checksum of 0x20b9069a
Found root pack 'D:\installed games\freespace 2 scp\mediavps\mv_adveffects.vp' with a checksum of 0xfeb54970
Found root pack 'D:\installed games\freespace 2 scp\mediavps\mv_core.vp' with a checksum of 0xb6cb1f6a
Found root pack 'D:\installed games\freespace 2 scp\mediavps\mv_effects.vp' with a checksum of 0x1986a43c
Found root pack 'D:\installed games\freespace 2 scp\mediavps\mv_models.vp' with a checksum of 0x2f8a711a
Found root pack 'D:\installed games\freespace 2 scp\mediavps\mv_music.vp' with a checksum of 0xcca92482
Found root pack 'D:\installed games\freespace 2 scp\mediavps\mv_textures.vp' with a checksum of 0x2c43a80e
Found root pack 'D:\installed games\freespace 2 scp\mediavps\normalmaps.vp' with a checksum of 0x85a84b5b
Found root pack 'D:\installed games\freespace 2 scp\mediavps\GVB_Bakha_maps.vp' with a checksum of 0x85281da1
Found root pack 'D:\installed games\freespace 2 scp\mediavps\HTL_Ravana_DDS.vp' with a checksum of 0x246d53eb
Found root pack 'D:\installed games\freespace 2 scp\mediavps\LSNebPlusFS2Missions.vp' with a checksum of 0x775e7c1b
Found root pack 'D:\installed games\freespace 2 scp\mediavps\mp-710_adveffects.vp' with a checksum of 0x55caf318
Found root pack 'D:\installed games\freespace 2 scp\mediavps\mp-710_effects.vp' with a checksum of 0xe22bdcc2
Found root pack 'D:\installed games\freespace 2 scp\mediavps\mp-710_models.vp' with a checksum of 0x20b9069a
Found root pack 'D:\installed games\freespace 2 scp\mediavps\mv_adveffects.vp' with a checksum of 0xfeb54970
Found root pack 'D:\installed games\freespace 2 scp\mediavps\mv_core.vp' with a checksum of 0xb6cb1f6a
Found root pack 'D:\installed games\freespace 2 scp\mediavps\mv_effects.vp' with a checksum of 0x1986a43c
Found root pack 'D:\installed games\freespace 2 scp\mediavps\mv_models.vp' with a checksum of 0x2f8a711a
Found root pack 'D:\installed games\freespace 2 scp\mediavps\mv_music.vp' with a checksum of 0xcca92482
Found root pack 'D:\installed games\freespace 2 scp\mediavps\mv_textures.vp' with a checksum of 0x2c43a80e
Found root pack 'D:\installed games\freespace 2 scp\mediavps\normalmaps.vp' with a checksum of 0x85a84b5b
Found root pack 'D:\installed games\freespace 2 scp\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\installed games\freespace 2 scp\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\installed games\freespace 2 scp\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\installed games\freespace 2 scp\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\installed games\freespace 2 scp\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\installed games\freespace 2 scp\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\installed games\freespace 2 scp\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\installed games\freespace 2 scp\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\installed games\freespace 2 scp\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\installed games\freespace 2 scp\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\installed games\freespace 2 scp\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\installed games\freespace 2 scp\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\installed games\freespace 2 scp\mediavps\' ... 685 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\GVB_Bakha_maps.vp' ... 3 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\HTL_Ravana_DDS.vp' ... 69 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\LSNebPlusFS2Missions.vp' ... 198 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\mp-710_adveffects.vp' ... 2063 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\mp-710_effects.vp' ... 91 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\mp-710_models.vp' ... 31 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\mv_adveffects.vp' ... 299 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\mv_core.vp' ... 88 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\mv_effects.vp' ... 580 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\mv_models.vp' ... 399 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\mv_music.vp' ... 15 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\mv_textures.vp' ... 1526 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\normalmaps.vp' ... 72 files
Searching root 'D:\installed games\freespace 2 scp\mediavps\' ... 685 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\GVB_Bakha_maps.vp' ... 3 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\HTL_Ravana_DDS.vp' ... 69 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\LSNebPlusFS2Missions.vp' ... 198 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\mp-710_adveffects.vp' ... 2063 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\mp-710_effects.vp' ... 91 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\mp-710_models.vp' ... 31 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\mv_adveffects.vp' ... 299 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\mv_core.vp' ... 88 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\mv_effects.vp' ... 580 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\mv_models.vp' ... 399 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\mv_music.vp' ... 15 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\mv_textures.vp' ... 1526 files
Searching root pack 'D:\installed games\freespace 2 scp\mediavps\normalmaps.vp' ... 72 files
Searching root 'D:\installed games\freespace 2 scp\' ... 35 files
Searching root pack 'D:\installed games\freespace 2 scp\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\installed games\freespace 2 scp\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\installed games\freespace 2 scp\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\installed games\freespace 2 scp\root_fs2.vp' ... 157 files
Searching root pack 'D:\installed games\freespace 2 scp\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\installed games\freespace 2 scp\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\installed games\freespace 2 scp\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\installed games\freespace 2 scp\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\installed games\freespace 2 scp\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\installed games\freespace 2 scp\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\installed games\freespace 2 scp\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\installed games\freespace 2 scp\warble_fs2.vp' ... 52 files
Searching root 'f:\' ... 0 files
Found 42 roots and 19695 files.
Setting language to English
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
GR_CPU: Family 15, MMX=Yes
Initializing OpenGL graphics device at 1600x1200 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 7950 GT/PCI/SSE2/3DNOW!
  OpenGL Version    : 2.1.1

  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".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 4 (4)
  Max elements vertices: 4096
  Max elements indices: 4096
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 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: Performing global function/(library/object) name repeat check...
LUA: Performing library/object name repeat check...
LUA: Performing object/object name repeat check...
LUA: Performing library/library name repeat check...
LUA: Initializing library functions...
LUA: Initializing object functions...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
ANI 2_radar1 with size 170x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_flak-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'mv_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'bob-wep.tbm' ...
TBM  =>  Starting parse of 'mv_textures-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_turretangle-shp.tbm' ...
WARNING:  Animation trigger #0 on subsystem 'turret01a', for ship 'GTB Medusa', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'b05-turreta', for ship 'GTB Ursa', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GTFR Triton', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GTFR Triton', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret09a-01-main', for ship 'GTC Fenris', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GTM Hippocrates', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GTM Hippocrates', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03', for ship 'GTM Hippocrates', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret09a-01-main', for ship 'GTC Leviathan', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret02a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret03a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret04a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret05a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret02', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret03', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret04', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret05', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret06', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret07', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret08', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret02a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret03a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret04a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret05a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret02a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret03a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret04a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret05a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret06a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret07a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret08a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret09a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret10a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GTCv Deimos', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GTCv Deimos', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03', for ship 'GTCv Deimos', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret04', for ship 'GTCv Deimos', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret04', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret05', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret06', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret11a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret19', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret21a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret22a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret23a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret24a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret25a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GTT Argo', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GTT Argo', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01-main', for ship 'GVFr Satis', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01a', for ship 'GVC Aten', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02a', for ship 'GVC Aten', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GVC Mentu', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GVC Mentu', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret15', for ship 'GVC Mentu', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret16', for ship 'GVC Mentu', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GVCv Sobek', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GVCv Sobek', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03', for ship 'GVCv Sobek', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret05', for ship 'GVCv Sobek', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret07', for ship 'SC Cain', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret07', for ship 'SC Lilith', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'SFr Mephisto', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03', for ship 'SFr Mephisto', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03a-base', for ship 'SD Demon', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret06a-base', for ship 'SD Demon', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret07a-base', for ship 'SD Demon', has a negative reverse_start value!  Capping it at 0!
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'Whitehall-shp.tbm' ...
TBM  =>  Starting parse of 'Typhon-shp.tbm' ...
TBM  =>  Starting parse of 'nareos-shp.tbm' ...
TBM  =>  Starting parse of 'inertia-shp.tbm' ...
More than one version of engine wash Default exists; using newer version.More than one version of engine wash Default100 exists; using newer version.More than one version of engine wash Default150 exists; using newer version.More than one version of engine wash Default200 exists; using newer version.More than one version of engine wash Default300 exists; using newer version.More than one version of engine wash Default500 exists; using newer version.More than one version of engine wash Default700 exists; using newer version.More than one version of engine wash Default800 exists; using newer version.More than one version of engine wash Default900 exists; using newer version.More than one version of engine wash Default1000 exists; using newer version.More than one version of engine wash Default1100 exists; using newer version.More than one version of engine wash Default1500 exists; using newer version.TBM  =>  Starting parse of 'HABase-shp.tbm' ...
TBM  =>  Starting parse of 'Cairo-shp.tbm' ...
TBM  =>  Starting parse of 'bob-shp.tbm' ...
TBM  =>  Starting parse of 'Aeglos-shp.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : INVALID!!!!
cfile_init() took 964
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer.pcx'
ANI 2_mainwalk.ani with size 477x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 189x189 (26.2% wasted)
ANI 2_maincrane.ani with size 116x116 (9.4% wasted)
ANI 2_mainexit.ani with size 174x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 158x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 145x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 119x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 206x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 190x190 (25.8% wasted)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Mon Oct 08 18:18:47 2007





Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Turambar on October 08, 2007, 10:43:00 am
i can run the build perfectly (running on the latest batch of omega catalyst drivers) but i apparently do not have the GLSL support.   is there a way to turn it on?  I have a radeon X600 mobile, so it should be compatible.

(no, i didn't disable it in the launcher, checked that as soon as i saw the post below)

i think these are the relevant parts of the log

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".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Unable to find extension "GL_EXT_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".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  b-vert.sdr / b-frag.sdr ...
  Shader failed to link...
Fragment shader(s) linked,  vertex shader(s) failed to link.
  Shader in_error!  Disabling GLSL!
  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes


any help?
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Cobra on October 08, 2007, 10:49:11 am
Uh, starfox, -no_glsl is on. :nervous:
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: starfox on October 08, 2007, 11:12:38 am
Oooops   :rolleyes:
Naturally I thought no_glsl means NO glsl. Oh, one point wiser now...
Well, still can't see any normal maps, gotta try it again, I suppose  :sigh:
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Cobra on October 08, 2007, 11:25:26 am
Huh. If you can't see it with a 7950 GT, something's wrong.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Zacam on October 08, 2007, 11:43:08 am
Not all of the ships have Normal Maps applied to them.

Ex: Fenris does, but Levy does not. So, check (in F3 viewer) the Fenris and Aeolus. In the "Render View" box, check then uncheck "No Normal Maps" and see if anything changes. Make sure you are looking at LOD 0. Cannot recall the full list of ships that have normal maps, but the ones off the top of my head that do are: Aeolus, Fenris, Loki, Myrmidon.

Also, make sure -normal is part of your command line in the launcher6.ini.

Also, if you have severe modifications to the vp files, you may or may not get the intended results. I didn't see the Normal Map on the Loki until I switched the POF and textures that I was using because the loki I _was_ using somehow got replaced by the one in DaBrains test vps.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Wanderer on October 08, 2007, 11:54:19 am
Hmm i think i have sort of similar problem like Tura has...

Relevant section
Code: [Select]
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 6600 GT/AGP/SSE/3DNOW!
  OpenGL Version    : 2.0.3

  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".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  b-vert.sdr / b-frag.sdr ...
  Shader failed to link...
Vertex info
-----------
(18) : error C5051: profile does not support conditional returns
(33) : error C5051: profile does not support conditional returns
Fragment info
-------------
(23) : error C5051: profile does not support conditional returns

  Shader in_error!  Disabling GLSL!
  Max texture units: 4 (4)
  Max elements vertices: 4096
  Max elements indices: 4096
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!

GeForce 6600GT
Forceware 93.71
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Herra Tohtori on October 08, 2007, 12:07:57 pm
Why don't you try ForceWare 163.71?

I know the new Control Panel sucks donkey dong but it might still be worth a try if it would make this work... although, 93.71 should be new enough to support GLSL anyway.

...I myself have started using NVidia's Quadro drivers on my card. They give better Direct3D performance for some absurd reason (ForceWare drivers cause some anomalous stuttering on many games even though the frame rate is good) and the latest ForceWare was giving me really strange video errors (the image being almost completely black and only the parts with extreme contrast visible - almost like viewing a sharpen mask but not quite) after some time of using the PC, and only restarting it took it away...
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Turambar on October 08, 2007, 12:09:23 pm
i'm using the new omega drivers, so old drivers wouldnt be the cause of my problem.  do you have any ideas for me?
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Cobra on October 08, 2007, 12:10:17 pm
Why don't you try ForceWare 163.71?

I know the new Control Panel sucks donkey dong but it might still be worth a try if it would make this work... although, 93.71 should be new enough to support GLSL anyway.

That's what I'm running, since they seem to be the only stable drivers that I've gotten that don't crap out on me every other game I play.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: taylor on October 08, 2007, 12:12:00 pm
Hmm i think i have sort of similar problem like Tura has...

<--snip-->

GeForce 6600GT
Forceware 93.71
That's a known driver bug, you'll have to upgrade to something newer.  NVIDIA somehow managed to break GLSL support in the 93.xx series.  :rolleyes:
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Wanderer on October 08, 2007, 12:25:47 pm
Upgrade to 163.71 fixed it.. I started downloading new drivers after i had written the driver version there...

And to why i sticked with 93.71... I never before had even slightest problem with them. 'Don't fix what ain't broken'...
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Cobra on October 08, 2007, 12:32:13 pm
That's a known driver bug, you'll have to upgrade to something newer.  NVIDIA somehow managed to break GLSL support in the 93.xx series.  :rolleyes:

Are you ****TING ME?!

Muh. Taylor, could you help find a driver that doesn't make my card crap out over everything? the latest drivers crash windows for me.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Turey on October 08, 2007, 12:40:16 pm
...I myself have started using NVidia's Quadro drivers on my card. They give better Direct3D performance for some absurd reason (ForceWare drivers cause some anomalous stuttering on many games even though the frame rate is good) and the latest ForceWare was giving me really strange video errors (the image being almost completely black and only the parts with extreme contrast visible - almost like viewing a sharpen mask but not quite) after some time of using the PC, and only restarting it took it away...

I actually have a NVidia Quadro NVS 140, and it has no trouble with this build. Yay!
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: taylor on October 08, 2007, 01:08:18 pm
Muh. Taylor, could you help find a driver that doesn't make my card crap out over everything? the latest drivers crash windows for me.
I don't use Windows, so I'm not someone to go to for video driver advice there.  :)  When needed (if upgrading someone's Windows box), I always just go with the newest driver, and that's all.

Technically the shaders can be modified to still work with the 93.xx series though.  Unfortunately that "fix" comes with a 20-60% performance penalty for everyone, which is why I refused to make the default shaders compatible with those broken drivers (like I did to get around some ATI issues, which didn't hurt performance a measurable amount).


i'm using the new omega drivers, so old drivers wouldnt be the cause of my problem.  do you have any ideas for me?
No ideas so far, but I'm trying to think of some.  Unfortunately in your case, we know what the problem is (from the debug log), just not what caused it, and that makes things complicated.  I'll try to have something for you by the end of the day, even if it's only a new build to help debug the problem better.

EDIT:  Well, some quick Google searching later, and I think it's going to boil down to the drivers.  What version are you using now?  I know that you said the newest Omega drivers, but for all I know that could mean the newest from last year. :)  I went to look at what the current driver version is, and a new version was released just last week (version 3.8.413).  Might be worth a try if that's not what you are already using.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Turambar on October 08, 2007, 01:20:12 pm
uninstalling and reinstalling with drivercleaner in between and it still won't behave properly.

any other ideas?
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: ARSPR on October 08, 2007, 02:31:07 pm
Great Taylor. Ulysses has never looked better. Now it even seems a good fighter.  :yes:

One thing, people should test. Performance. These builds run smoother (more FPS) than old ones while looking BETTER.

BUT at least in my system I've got bigger slowdowns the very first time effects, (explosions, shockwaves, etc.) are triggered,...
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Cobra on October 08, 2007, 03:19:25 pm
Right. Got the latest (beta) driver, and it all works now. Ships with normal mapping look ****in' sweet.

MOAR NORMALS!

I do have one complaint though. From the start, when I try to view ship models, the game is very choppy for a few minutes, then it's fine for everything else.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: jr2 on October 08, 2007, 04:09:31 pm
We need a bowing smilie.

Will the new test shaders do anything with subspace vortexes?

http://images.devshed.com/fdh/smilies/honorhim.gif   (http://images.devshed.com/fdh/smilies/honorhim.gif)


Others, with their codes from another forum (Dev Hardware)

:zmachine: http://images.devshed.com/fdh/smilies/z1.gif (http://images.devshed.com/fdh/smilies/z1.gif)
:2pistols: http://images.devshed.com/fdh/smilies/2gunsfir.gif  (http://images.devshed.com/fdh/smilies/2gunsfir.gif)
:cheers: http://images.devshed.com/fdh/smilies/beerchug.gif (http://images.devshed.com/fdh/smilies/beerchug.gif)
:sniper: http://images.devshed.com/fdh/smilies/camper.gif (http://images.devshed.com/fdh/smilies/camper.gif)
:chomp: http://images.devshed.com/fdh/smilies/banghead.gif (http://images.devshed.com/fdh/smilies/banghead.gif)
:tmgho: http://images.devshed.com/fdh/smilies/mgwhore.gif (http://images.devshed.com/fdh/smilies/mgwhore.gif)
:tntworth: http://images.devshed.com/fdh/smilies/honorhim.gif (http://images.devshed.com/fdh/smilies/honorhim.gif)
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Herra Tohtori on October 08, 2007, 04:36:24 pm
This is not a code issue or problem, just something I noticed and how to fix it...

There's (at least one) mis-named file in the normalmap pack, namely fighter03-01a.dds, which should be fighter03-01a-normal. It causes the Shivan Dragon to be greenishly transparent and damn ugly. So if your SF Dragon looks green and partially transparent, it's because of this, not because of any card/driver issue (because it uses intended normal map as a texture, which doesn't work very well as you can imagine.

I fixed it by extracting the file from the normalmap VP to ..\normalmaps\data\maps\ and renamed it appropriately; then extracted the Dragon texture (real fighter03-01a.dds) from MediaVP's, and shoved that to the same normalmaps data subdirectory to override the mistakenly named file.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Cobra on October 08, 2007, 04:58:29 pm
I didn't see anything wrong with the Dragon, just blurry textures.

[EDIT]OK, well...

The Fenris and Dragon normals don't seem to be working.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Herra Tohtori on October 08, 2007, 05:31:44 pm
(http://img54.imageshack.us/img54/6667/abnormaldragonlz2.jpg)

This is what I'm getting with the fix disabled.

At least in my normalmaps pack there is a greenish, low opaque texture named fighter03-01a.dds when it's supposed to be normal map.


I'm guessing that your mod command line options cause the MediaVP version of that same file to override the one in normalmaps (or you put the normalmaps VP to mediaVP's and the correct one is loaded first because m becomes before n in alphabets or something as trivial as that).

But, I bet you don't see the normals on the Dragon either without the fix, eh? :nervous:

This is what I see with the filename fix enabled:

(http://img54.imageshack.us/img54/4360/normaldragonck7.jpg)
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Cobra on October 08, 2007, 05:34:35 pm
yeah, I put the normalmaps.vp in the mediavps. I might have better luck putting it in base. :nervous:

Or renaming it.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Hades on October 08, 2007, 07:01:07 pm
How do I get the normal maps to work?
I have them enabled, and it is in the media VPs folder, but it is not working.
Help?
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Cobra on October 08, 2007, 07:12:21 pm
What video card do you have? We just went over this.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Hades on October 08, 2007, 07:27:11 pm
Mobile Intel(R) 945GM Express Chipset Family.
I think.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Cobra on October 08, 2007, 07:46:28 pm
It sucks, you can't use normal maps. :P

No seriously, you're on a laptop, and you have an integrated card. I don't think it has GLSL support. That or you don't have -normal on.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Herra Tohtori on October 08, 2007, 07:50:11 pm
If you have -normal on your cmdline, run a debug build and see what the OpenGL init part tells about GLSL.

If it can't use it, make sure you are using latest drivers for the GPU... apart from that there's very little you can do. :blah:
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Hades on October 08, 2007, 08:04:23 pm
It sucks, you can't use normal maps. :P

No seriously, you're on a laptop, and you have an integrated card. I don't think it has GLSL support. That or you don't have -normal on.

Awww.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: taylor on October 08, 2007, 09:29:24 pm
One thing, people should test. Performance. These builds run smoother (more FPS) than old ones while looking BETTER.

BUT at least in my system I've got bigger slowdowns the very first time effects, (explosions, shockwaves, etc.) are triggered,...
Yeah, that's something that I do need feedback on from everyone.  I also randomly get bigger slowdowns at certain times.  None of those effects use the new shader code, so it shouldn't matter, but neither ARSPR or myself are able to get the same slowdowns when not using GLSL.  So, any feedback from any of you would be helpful with this.


I do have one complaint though. From the start, when I try to view ship models, the game is very choppy for a few minutes, then it's fine for everything else.
That is something new, just started doing that last week sometime.  I'm not sure what it is, but it seemed like a minor enough issue that I'm not really worried about it (yet).  Of course, that's if we are talking about the same thing.  The choppiness that I tend to get (which is random) only lasts about a second or so.

The game does need to regenerate IBX files when using -normal though, so initial loads of all models will always be slower than they are otherwise.  I had to add tangent space data for each vertex, but instead of breaking IBX files to do it I added a new *.tsb file instead, which is a companion to it's IBX file.  Unfortunately, to get the TSB file, the IBX file has to be regenerated too, even though the IBX file ends up exactly the same.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Cobra on October 08, 2007, 09:51:09 pm
Well, it also happened in the main menu and the lab with nothing loaded. Were all the model caches being written from the very start?
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Herra Tohtori on October 08, 2007, 09:54:04 pm
Oh, one other thing I've noticed... not very big or important but perhaps worth mentioning. Sometimes it seems like the build is a bit slow at loading parts of the interface. Loading bar is often replaced by a white bar for a while until the familiar dot thingy appears. Some other parts are occasionally affected as well, but the loading bar does it somewhat more regularly.

Doesn't seem to have an effect on playability, though... It lasts a varying time from a few seconds to a blink of eye, and I can't seem to determine any patterns in it for now.

Anyone else seen this?
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Cobra on October 08, 2007, 09:57:55 pm
I have. Wasn't too bad though.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Admiral Nelson on October 08, 2007, 10:03:52 pm
I see it too.  I also get jerkyness the first time weapons are fired or a ship warps out.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: MetalDestroyer on October 09, 2007, 01:04:34 am
I notice that some of my model don't work with it but work with older builds. I mean, I can't pilot them (and more precisely move them) but I can target, open fire and so on. But, it's not only me, AI fighter won't move until they have the same model. However, the other models I made into SCP work pretty well.

Any idea in mind ?
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: taylor on October 09, 2007, 01:15:05 am
Oh, one other thing I've noticed... not very big or important but perhaps worth mentioning. Sometimes it seems like the build is a bit slow at loading parts of the interface. Loading bar is often replaced by a white bar for a while until the familiar dot thingy appears. Some other parts are occasionally affected as well, but the loading bar does it somewhat more regularly.
I noticed the same thing earlier today.  It must be a recent change, otherwise it would have been noticed before.  Based on what it's doing I have a few ideas as to the cause, except that I haven't touched those parts of the code in months.  :doubt:

It's on my todo list for later this week though, so I should be able to fix it for the next test build (sometime next week).


I notice that some of my model don't work with it but work with older builds. I mean, I can't pilot them (and more precisely move them) but I can target, open fire and so on. But, it's not only me, AI fighter won't move until they have the same model. However, the other models I made into SCP work pretty well.

Any idea in mind ?
Not really.  I can't think of anything that's changed which would affect something like this.  I really just need some data to test with in order to figure it out.  If you upload a tbl entry, a POF and the related textures, then I'll take a look.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: MetalDestroyer on October 09, 2007, 01:28:32 am
Ok, here the files and the model which is buggy :
http://sam.sothi77.free.fr/proto/sw/

Just grab them all.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: karajorma on October 09, 2007, 03:40:33 am
Crashes on startup every time for me.

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 version: 3.6.10
Passed cmdline options:
  -normal
Building file index...
Found root pack 'F:\games\freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'F:\games\freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'F:\games\freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'F:\games\freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'F:\games\freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'F:\games\freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'F:\games\freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'F:\games\freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'F:\games\freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'F:\games\freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'F:\games\freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'F:\games\freespace2\' ... 80 files
Searching root pack 'F:\games\freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'F:\games\freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'F:\games\freespace2\root_fs2.vp' ... 157 files
Searching root pack 'F:\games\freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'F:\games\freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'F:\games\freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'F:\games\freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'F:\games\freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'F:\games\freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'F:\games\freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'F:\games\freespace2\warble_fs2.vp' ... 52 files
Found 12 roots and 7492 files.
Setting language to English
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
GR_CPU: Family 15, MMX=Yes
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon HD 2600 XT
  OpenGL Version    : 2.0.6479 Release

  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".
  Unable to find extension "GL_EXT_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".
  Unable to find extension "NV_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".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  b-vert.sdr / b-frag.sdr ...

My drivers aren't the very most recent but they are from this year. Catalyst Version 07.6

I'll try updating them later today.

Title: Re: 2007-10-07 stable branch (Xt version)
Post by: ARSPR on October 09, 2007, 11:09:18 am
Well, I've discovered two issues afterburners trails not showing (3.6.9. works fine) and while I was investigating this one I found a pilot data corruption (3.6.9. also has it). OTOH Mantis is down...

Exact steps to force them:


[attachment deleted by ninja]
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: taylor on October 09, 2007, 11:28:00 am
Crashes on startup every time for me.
I have noticed a lot of reports during testing of some ATI drivers crashing when linking shaders, so I'm going to assume that this is the same thing.  Bobboau had some similar issue (can't remember if he worked it out or not), but none of the other testers did.  But during research into other ATI related issues I had to work out I remember seeing this problem crop up quite a bit.  Typically the reports that I saw indicated that it was fixed with a driver upgrade, but I never did determine if there was a specific driver release/series which demonstrated the problem.

Well, I've discovered two issues afterburners trails not showing (3.6.9. works fine) and while I was investigating this one I found a pilot data corruption (3.6.9. also has it). OTOH Mantis is down...
Downloading it all now.  I should be able to fix the AB trail problem later today, but I'm not sure what's up with the pilot file corruption.  I'll go through the various files, figure out what's going on, and try to get it fixed for a new test build next week.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Cobra on October 09, 2007, 11:33:58 am

[/li]
[li]Now we are going to force the pilot corruption:
  • Press Esc to leave the mission.
  • Then in mainhall, select Continue. Ie, start the campaign.
  • The very first mission is just a scripted cutscene. Press Esc to finish the mission. Voilá, your pilot is corrupted. I upload compressed RARs of pilot data files (before and after corruption).
  • Go to Mission Simulator > Ctrl+Shift+S > BP-10.fs2, and take a look at the loadout screens.
[/li]
[/list]

OK, one, use ****ing spoiler tags so people who haven't played Blue Planet and are reading this don't have anything spoiled. Why the **** are you using escape to get out of that mission anyways? :wtf:
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: ARSPR on October 09, 2007, 11:52:59 am
Taylor, I've been able to corrupt my pilot at least 5 times just before posting but I can't do it any more  :confused: :confused:

The only thing that has happened during this time is that, because I have not noticed that my BP pilots were erased, once I've launched the game loading my previous FS2 campaign pilot. So maybe this pilot is now corrupted because mod mixing.

Maybe this issue can be a hint. I mean, when you create a new pilot in the initial Select Pilot screen, does the code wrongly look at the active pilot somehow? (And I do mean Create, not Clone, I know the difference between them).

EDITED ------

I've just retested from the OK pilot I've uploaded before. If you follow the steps, the pilot is corrupted. So I really think that something went wrong creating that pilot files I don't know why...

But I cannot create a conflictive pilot anymore. I've tried changing mod (to Derelict), loading its pilot and then reloading BluePlanet and creating a new pilot when the default pilot is Derelict one (which never touched Blue Planet...)...



OK, one, use ****ing spoiler tags so people who haven't played Blue Planet and are reading this don't have anything spoiled. Why the **** are you using escape to get out of that mission anyways? :wtf:

Cobra, I'm just posting THE SHORTEST way to force a pilot corruption. As I've said I was playing around with the no AB trails issue when my pilot file got corrupted. OTOH, this is a build thread, not the MOD thread. I'm not going to use spoiler tags just to annoy Taylor's reading.
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Grizzly on October 09, 2007, 11:58:56 am
AAAAAAARGH! Still have to wait for like ... next summer vacation before I can try this out!
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: starfox on October 09, 2007, 12:18:18 pm
Finally got the normal maps working !
Again, it was oh-so-simple in the end, just had to turn off all the flags in the Launcher Features Tab, and then reactivate them. Then I just put these as my only custom flags:

-normal -height -ambient_factor 60

Works like a charm now, Thank you !  :P
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Turambar on October 09, 2007, 02:25:11 pm
  Compiling shader ->  b-vert.sdr / b-frag.sdr ...
  Shader failed to link...
Fragment shader(s) linked,  vertex shader(s) failed to link.
  Shader in_error!  Disabling GLSL!

tried the idea above, still have this problem.

suggestions? (Radeon x600 mobile, running on omega catalyst 3.8.41, which is based on catalyst 7.9.1)
Title: Re: 2007-10-07 stable branch (Xt version)
Post by: Windrunner on October 10, 2007, 04:34:57 am

    OK, one, use ****ing spoiler tags so people who haven't played Blue Planet and are reading this don't have anything spoiled. Why the **** are you using escape to get out of that mission anyways? :wtf:

    Cobra I am really getting  tired of your ****ty and arrogant atitude. If you don't  get your act together, and start behaving noramlly towards other memebers I will ban your ass from these forums permanently. I don't care if you are part of some of the projects here. I really hope this warning gets through your thick skull.[/list]
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: Turey on October 13, 2007, 03:46:54 am
    Some more normal map shots, just because they're so awesome:
    (http://www.fsoinstaller.com/images/normaldemon.png)
    (http://www.fsoinstaller.com/images/normalperseus.png)
    I'm actually getting 120fps, just it drops to 11fps when I take a screenshot.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: chief1983 on October 13, 2007, 11:47:28 am
    Ok, cleaned out all my old drivers, updated to Catalyst 7.10s for my Ati Radeon 9800 Pro, tried running the game, and get this:

    fs2_open_3_6_10-20071007T caused an Access Violation in module atioglxx.dll at 001b:69372c31.
    Exception handler called in FreeSpace 2 Main Thread.
    Error occurred at 10/13/2007 11:36:36.
    D:\Games\FS2SCP\FreeSpace2\fs2_open_3_6_10-20071007T.exe, run by Cliff.
    1 processor(s), type 586.
    1024 MBytes physical memory.
    Read from location 0db8e000 caused an access violation.

    Full copy of errorlog.txt from regular build available at http://rafb.net/p/JTlTAY79.html (http://rafb.net/p/JTlTAY79.html)
    errorlog from debug build:  http://rafb.net/p/3sKnoP10.html (http://rafb.net/p/3sKnoP10.html)

    Command line:  D:\Games\FS2SCP\FreeSpace2\fs2_open_3_6_10-20071007T.exe -spec -glow -env -mipmap -nomotiondebris -missile_lighting -normal -cache_bitmaps -dualscanlines -targetinfo -rearm_timer -ballistic_gauge -3dwarp -snd_preload -window

    D:\Games\FS2SCP\FreeSpace2\fs2_open_3_6_10_debug-20071007T.exe -spec -glow -env -mipmap -nomotiondebris -missile_lighting -normal -cache_bitmaps -dualscanlines -targetinfo -rearm_timer -ballistic_gauge -3dwarp -snd_preload -window -debug_window

    Debug spew from debug build available here:  http://rafb.net/p/ffFnSm96.html (http://rafb.net/p/ffFnSm96.html)
    Ran again, got a little different info on the spew window:  http://rafb.net/p/YgeAGm49.html (http://rafb.net/p/YgeAGm49.html) - more stuff at the bottom than first time

    That's pretty much all the info I have, hope it helps.  Seems to be related to the error Turambar is having, and we've been using radically different drivers up till now.  He was using some version of the Omega optimized drivers, and I was using NGO HQ Ati drivers, and now we've both switched to Ati's official 7.10 driver.

    Update:  If I run the game with only the command line options below:
    D:\Games\FS2SCP\FreeSpace2\fs2_open_3_6_10_debug-20071007T.exe -window -debug_window

    The game runs, but I get terrible framerates in the tech room while viewing the ships.  Like less than one frame a second or so.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: Talon 1024 on October 13, 2007, 09:21:32 pm
    So what is a GLSL shader? How do I get those to work on my computer?
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: taylor on October 13, 2007, 09:38:10 pm
    Ok, cleaned out all my old drivers, updated to Catalyst 7.10s for my Ati Radeon 9800 Pro, tried running the game, and get this:

    < -- snip -- >

    The game runs, but I get terrible framerates in the tech room while viewing the ships.  Like less than one frame a second or so.
    The speed issue is obvious when you consider the problem, it's falling back on a software rendering path.  That will make it really slow.  I know what the basic problem is, since someone else had it during testing as well.  In that case it was a simple driver upgrade that fixed it, but in your case I think that it's a combination of software and hardware.

    I think that it can be fixed, but I can't honesty say that I will actually fix it.  I really just need to get my hands on one of those cards to test with.  Without it, there would be a near endless amount of trial and error to go through to get the problem(s) resolved.  It would basically just be a serious waste of my time.  :(

    But, all is not lost, since there is the strong possibility that someone on the forums will have the required hardware, the knowledge, and the desire to fix it themselves.  That's the good thing about the shaders, you don't need any code experience with the engine to work on them, and you don't need to mess with the game code at all to make changes.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: Cobra on October 13, 2007, 11:46:40 pm
    Some more normal map shots, just because they're so awesome:
    (http://www.fsoinstaller.com/images/normaldemon.png)
    (http://www.fsoinstaller.com/images/normalperseus.png)
    I'm actually getting 120fps, just it drops to 11fps when I take a screenshot.

    Your normals aren't being rendered correctly. :nervous:
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: jr2 on October 14, 2007, 12:56:40 am
      I really just need to get my hands on one of those cards to test with.  Without it, there would be a near endless amount of trial and error to go through to get the problem(s) resolved.  It would basically just be a serious waste of my time.  :(


    What exactly is the card you need?  I understand it would be one of a certain series of ATI cards, right?  And, what interface do you have available?  PCI-e or AGP?
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: Turey on October 14, 2007, 01:22:07 am
    Your normals aren't being rendered correctly. :nervous:

    You mean the darkness?
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: Cobra on October 14, 2007, 02:11:03 am
    no, the lines.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: chief1983 on October 14, 2007, 02:22:49 am
    I just find this weird, I mean the 9800 Pro is an incredibly common type of Radeon I thought.  Seems like the same error Tura is getting now, and he's using a X-series card, which is a generation or two newer than mine.  Would a driver fallback possibly be in order as a temporary solution?  Anyone know for sure what Catalysts _are_ working right now?  For that matter, anyone have a 9800 that's working?
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: Water on October 14, 2007, 05:38:37 am
    no, the lines.
    Its the normal map thats at fault - inverted and probably too strong.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: fener on October 14, 2007, 05:42:18 am
    I see it too.  I also get jerkyness the first time weapons are fired or a ship warps out.
    Same problem here too FYI

    Also normal maps are looking pretty good  :yes:
    is the extra shinyness on ships due to the normal mapping? or was it also present before normal mapping..
    (http://i23.tinypic.com/2r53uw8.jpg)
    ingame 1st mission
    (http://i24.tinypic.com/14joqvt.jpg)
    from FRED
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: karajorma on October 14, 2007, 06:19:18 am
    I have noticed a lot of reports during testing of some ATI drivers crashing when linking shaders, so I'm going to assume that this is the same thing.  Bobboau had some similar issue (can't remember if he worked it out or not), but none of the other testers did.  But during research into other ATI related issues I had to work out I remember seeing this problem crop up quite a bit.  Typically the reports that I saw indicated that it was fixed with a driver upgrade, but I never did determine if there was a specific driver release/series which demonstrated the problem.

    A driver upgrade fixed it so we know that at least the 06/07 Drivers are a likely culprit.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: taylor on October 14, 2007, 08:48:23 am
    What exactly is the card you need?  I understand it would be one of a certain series of ATI cards, right?  And, what interface do you have available?  PCI-e or AGP?
    9800 AGP.  That is about the bottom line of what would be supported, so if it works on that then it should work on most everything else that supports GLSL as well.  We would still need to come up with some driver versions which are known-bad, but some things could simply be worked around in the shaders.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: Talon 1024 on October 14, 2007, 08:56:43 am
    Aww dammit.  Do I have to have ATI or AGP or something to make this work? :( Apparently, this isn't working for me.  I haven't seen it in game yet.

    Anyway, I believe my video card is an NVidia, but I don't know what model it is.

    Edit: I'm having a weird problem with the subspace jumps.  Here (http://www.ciinet.org/kevin/wc1remake/_dfiles/fs2_open_3_6_10-20071007T 2007-10-14 10-13-07-60.avi)'s a fraps video.  I'm using the normals VP along with the latest Media VPs.  I also have the FOW Chapter 1 campaign activated as a mod.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: Cobra on October 14, 2007, 01:54:47 pm
    no, the lines.
    Its the normal map thats at fault - inverted and probably too strong.

    I never got that problem, though.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: Water on October 14, 2007, 02:16:11 pm
    I never got that problem, though.
    My one does.
    In the lab the perseus (with  NO Diffuse Map set  in Render Options) looks way too strong and the lines poke out instead of in.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: chief1983 on October 14, 2007, 02:23:09 pm
    9800 is as low as you want to go?  I would have figured the 9500-9700 should be able to do just about everything the 9800 can do.  They were all roughly the same generation (excluding the 9550, that thing is a POS bastardized chipset as far as I can tell).
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: taylor on October 14, 2007, 02:30:53 pm
    9800 is as low as you want to go?  I would have figured the 9500-9700 should be able to do just about everything the 9800 can do.  They were all roughly the same generation (excluding the 9550, that thing is a POS bastardized chipset as far as I can tell).
    They have about the same limitations, so if it works on a 9800 then it would almost certainly work on a 9500 too.  Given the choice though, it's always better to go with the best of the group since that also means that you will likely have some extra features/speed available to do even more testing with.  You have to remember than when you are developing with something any speed issues have a far greater impact, since you are generally doing some performance testing too, which takes away from your available resources.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: DaBrain on October 14, 2007, 07:15:54 pm
    Ok, cleaned out all my old drivers, updated to Catalyst 7.10s for my Ati Radeon 9800 Pro, tried running the game, and get this:

    < -- snip -- >

    The game runs, but I get terrible framerates in the tech room while viewing the ships.  Like less than one frame a second or so.
    The speed issue is obvious when you consider the problem, it's falling back on a software rendering path.  That will make it really slow.  I know what the basic problem is, since someone else had it during testing as well.  In that case it was a simple driver upgrade that fixed it, but in your case I think that it's a combination of software and hardware.

    I think that it can be fixed, but I can't honesty say that I will actually fix it.  I really just need to get my hands on one of those cards to test with.  Without it, there would be a near endless amount of trial and error to go through to get the problem(s) resolved.  It would basically just be a serious waste of my time.  :(

    But, all is not lost, since there is the strong possibility that someone on the forums will have the required hardware, the knowledge, and the desire to fix it themselves.  That's the good thing about the shaders, you don't need any code experience with the engine to work on them, and you don't need to mess with the game code at all to make changes.


    Also ATI announced to work on a better OpenGL driver for their cards. (Actually I think it's the compliler that isn't as 'forgiving', as the Nvidia one.)
    However, only a few people know when this will happen.


    Edit: It's not really a bug, but in the XT builds you can't fly around the ship with the camera anymore (alt+pause) when the camera was locked to 3rd person before.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: taylor on October 14, 2007, 09:19:47 pm
    Edit: It's not really a bug, but in the XT builds you can't fly around the ship with the camera anymore (alt+pause) when the camera was locked to 3rd person before.
    Works fine for me.  :confused:
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: Herra Tohtori on October 14, 2007, 10:15:22 pm
    External view + Alt+Pause "flying around" works for me as well, but I've noticed that sometimes (haven't noticed any clear relation to specific situations) the view keys stop working altogether; I can not move my view to target's viewpoint, I can't get to 3rd person view and same applies to the external view. The view keys just make the game play a similar voice as the comm menu when you try to do something you can't (like selecting dimmed-out commands). Or at least I think it's that sound, might be wrong though.

    I've encountered this a couple of times now, but like said, I have no idea what triggers this behaviour.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: jr2 on October 15, 2007, 12:19:41 am
    What exactly is the card you need?  I understand it would be one of a certain series of ATI cards, right?  And, what interface do you have available?  PCI-e or AGP?
    9800 AGP.  That is about the bottom line of what would be supported, so if it works on that then it should work on most everything else that supports GLSL as well.  We would still need to come up with some driver versions which are known-bad, but some things could simply be worked around in the shaders.

    Does it have to be a true ATi, or can it be an "ATi - based other brand"?
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: Herra Tohtori on October 15, 2007, 12:33:17 am
    AFAIK the brand doesn't change the actual GPU in the card at all. Clocks might be different, circuit board design might be different, but it'll look exactly the same device for the computer whether it's Club3D Radeon or a Sapphire Radeon of same number, or whatever brands there are. Clocks might be set differently but what the GPU does, should by all logic be the same regardless of brand... but as we all know, logic and common sense don't necessarily apply with computers.

    The only thing I can think that might make a difference is if different brands use customized BIOSes in their cards, but I dunno how much, if at all, they change the actual workings of the card. But since the drivers are the same for different brands, I would think that isn't an issue.

    But again, common sense and computers rarely share a common ground... :blah:
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: jr2 on October 15, 2007, 01:25:28 am
    Hmm, IIRC, the vid card BIOS only has control until the windows drivers take over... same with mobo BIOS... however, the BIOS settings may carry over into the drivers, so prolly does make a difference.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: DaBrain on October 15, 2007, 02:14:16 am
    Edit: It's not really a bug, but in the XT builds you can't fly around the ship with the camera anymore (alt+pause) when the camera was locked to 3rd person before.
    Works fine for me.  :confused:

    Try to lock the  perspective in FRED (or try mission 0 in SoL).

    However... I would not even really consider this a bug...
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: taylor on October 15, 2007, 02:24:18 am
    Try to lock the  perspective in FRED (or try mission 0 in SoL).

    However... I would not even really consider this a bug...
    Hmm, I'll give that a try in the next day or two and see if I can't track it down.

    Go ahead and Mantis it though, since there is a good chance that I'll forget about it, and I would certainly consider this a bug.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: ARSPR on October 15, 2007, 11:25:09 am
    Well, I've discovered two issues afterburners trails not showing (3.6.9. works fine) and while I was investigating this one I found a pilot data corruption (3.6.9. also has it). OTOH Mantis is down...
    Downloading it all now.  I should be able to fix the AB trail problem later today, but I'm not sure what's up with the pilot file corruption.  I'll go through the various files, figure out what's going on, and try to get it fixed for a new test build next week.

    I've been trying to pinpoint when the missing AB trail issue started to happen and I get it even since XT0124  :confused: :confused:
    I've confirmed it happens with -no_glsl too and with/without window mode.

    It also happens with CVS0807, CVS0815 and CVS0922. Only "official" 3.6.9. (3rd version) works fine.

    OTOH, I've tried running some debug builds and they all crash. I remember running some of them in my old WinXP system, so I feel that there's something in Vista that debug builds don't like. A typical error detail (Windows has closed the program... bla, bla, bla) is:

    (I've made a translation to English between brackets)

    Code: [Select]
    Firma con problemas:
      Nombre del evento de problema: APPCRASH       (Name of event with trouble)
      Nombre de la aplicación: fs2_open_3_6_10_debug-20071007T.exe     (Application name)
      Versión de la aplicación: 1.0.0.1    (Application version)
      Marca de tiempo de la aplicación: 47099af9   (Application time stamp)
      Nombre del módulo con errores: fs2_open_3_6_10_debug-20071007T.exe (Name of module with errors)
      Versión del módulo con errores: 1.0.0.1  (Version of module with errors)
      Marca de tiempo del módulo con errores: 47099af9  (Module with errors timestamp)
      Código de excepción: 80000003   (Exception code)
      Desplazamiento de excepción: 0018f1b7  (Exception displacement)
      Versión del sistema operativo: 6.0.6000.2.0.0.256.1   (OS version)
      Id. de configuración regional: 1034   (Regional configuration Id)
      Información adicional 1: af8a  (Additiona information 1)
      Información adicional 2: 4d575f71dab28f6b5bd01237b1c31051   (Additiona information 2)
      Información adicional 3: 849b  (Additiona information 3)
      Información adicional 4: 7f1ebf22c0a760f16f14d27d49191081   (Additiona information 4)

    Official debug 3.6.9. also crashes but just before doing it, it gives the next FS2 warning:

    Code: [Select]
    Warning: weapons.tbl(line 149:
    Warning: Error parsing XSTR() tag XSTR(
    ", 3245)

    File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
    Line: 657
    [This filename points to the location of a file on the computer that built this executable]

    Call stack:
    ------------------------------------------------------------------
        lcl_ext_get_text()    lcl_ext_localize_sub()    lcl_ext_localize()    stuff_string()    stuff_and_malloc_string()    stuff_malloc_string()    parse_weapon()    parse_weaponstbl()    weapon_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 75bc3833()
        ntdll.dll 76f7a9bd()
    ------------------------------------------------------------------

    If you want me to post some more info or perform some other specific tests, just ask.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: taylor on October 15, 2007, 11:42:10 am
    I've been trying to pinpoint when the missing AB trail issue started to happen and I get it even since XT0124  :confused: :confused:
    I've confirmed it happens with -no_glsl too and with/without window mode.
    It's fixed already, don't worry. ;)

    It was just a simple load order issue.  The graphics were being paged in like they were supposed to, but since the trails are setup on a ship when it's created, and ships are created during mission parse (before page-in), the textures weren't loaded at the time the ship was created.  That's also why simply doing a reload fixes the problem, since it can easily re-assign the textures again since they remain loaded.

    I fixed it by breaking the AB trail setup into it's own function, so that it can be called both which a ship is created, and when textures are paged in.  That makes sure that it will always work. :)


    Regarding the other problem, it is actually supposed to crash there with a debug build.  Well, it's an Int3(), which causes a program interrupt.  As the 3.6.9 debug warning reports, it's simply a table error and not a code issue.  Warning popups are still disabled in stable CVS builds, since I'm still working on the new code for that, otherwise you would have gotten the exact same message in newer builds.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: Spidey- on October 15, 2007, 10:04:36 pm
    err... so stupid question, i'm running a 7900GS--do the new features only work on an ATI card?
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: chief1983 on October 15, 2007, 10:21:12 pm
    No, your card should be very supported.  Just make sure you have a fairly recent driver set.  Probably forceware 100 and up are good, if you have issues just grab the latest, I think they're known to work pretty well.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: ARSPR on October 16, 2007, 01:17:04 am
    I've been trying to pinpoint when the missing AB trail issue started to happen and I get it even since XT0124  :confused: :confused:
    I've confirmed it happens with -no_glsl too and with/without window mode.
    It's fixed already, don't worry. ;)

    Thanks Taylor.

    OTOH, have you discovered what got wrong with the pilot files?
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: Kaboodles on October 16, 2007, 01:53:14 am
    Is framerate supposed to decrease steadily with proximity to ships?  In extreme close-ups my framerate dips into the mid-teens.  I don't recall this ever happening before.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: CiberWizZ on October 16, 2007, 07:14:48 am
    hi, i compiled this build under Linux, and i  have a few problems.

    In my current mission i have to escort Galatea through an asteroid Field or whatever...

    I noticed a lot of breaks during gameplay using ./fs2_open_r  -mod fsport,mediaVPs    the same happens with   ./fs2_open_r

    Using ./fs2_open_r  -mod fsport,mediaVPs -glow results  in a complete break as soon as the mission starts, well 1 or 2 frames later...

    with ./fs2_open_r  -mod fsport,mediaVPs -spec before the mission started i was choosing another ship for me and as soon as i did it it broke, the above happened as well.

    haven't tried the other args...

    Note: when i say "it breaks" i don't mean it crashes. I have to kill the X to sort this problem...(using ubuntu with latest ati drivers)

    what do you think?

    CiberWizZ
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: Turey on October 16, 2007, 12:26:21 pm
    What version of fs2_open did you compile?

    Perhaps you should try out the precompiled 3.6.9 builds (http://www.game-warden.com/~taylor/unofficial/fso369-x86.tar.gz)?
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: CiberWizZ on October 16, 2007, 03:45:54 pm
    Hi, i compiled the build mentioned on this post meaning 2007-10-07 stable branch (Xt version) a normal configuration.

    Yes i have tryed the official build. I've seen some screenshots of this build in action and wanted to try for my self. I may be new to this community but i'm starting to take an interest in this project. Because of that i'm posting my problems in order to help those to come and have the best this community has to offer.

    My regards,
    CiberWizZ
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: chief1983 on October 16, 2007, 03:49:22 pm
    Try running the _d build if you compiled it, and see if you get any useful output, go through the errorlog maybe, etc.  Also, what video card and drivers do you have?  Open source?  Binary?
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: Smutmulch on October 16, 2007, 03:52:58 pm
    I've been having a similar problem to CiberWizZ, with the build from the first post here and any build from CVS over the last few months.  That is, repeated crashes, especially when using extra command line arguments or mods.  Most of these occur one or two frames after entering a mission.  The crashes that are recoverable simply report a segmentation fault.  The official build still works for me, but has the annoying bug that asteroids are never generated, making some missions impossible.

    my system:
    ubuntu 7.10 (recently updated, which fiddled with a lot of graphics issues.  problems were much less severe with 7.04)
    radeon x300 with 8.37.6 drivers

    CiberWizZ:
    first of all, are you using xgl?  I've only been able to run fs2_open at all from a non-xgl failsafe session.
    Also, have you tried running on a separate X display?  there's a tutorial in the wiki, and (though it has the potential to break security) it has both made fs2 more reliable for me and when crashes have occurred it's been shooting me back to my desktop.  YMMV.


    I'll go try a debug build soon and see what happens.. have exams tonight so it might be a few days though.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: chief1983 on October 16, 2007, 05:30:47 pm
    Isn't that Gutsy?  I thought it was still in beta testing.  I tried Beta 1, it was a piece.  I wouldn't expect anything to run right on it until it's released.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: jr2 on October 16, 2007, 08:32:38 pm
    Right... and to make it to the point of release, we need gutsy people.  :rolleyes:
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: CiberWizZ on October 17, 2007, 04:49:55 am
    3.6.9 didn't generate asteroids for me either... that was the main reason for me to try to compile.

    CiberWizZ:
    first of all, are you using xgl?  I've only been able to run fs2_open at all from a non-xgl failsafe session.
    Also, have you tried running on a separate X display?  there's a tutorial in the wiki, and (though it has the potential to break security) it has both made fs2 more reliable for me and when crashes have occurred it's been shooting me back to my desktop.  YMMV.
    I'll go try a debug build soon and see what happens.. have exams tonight so it might be a few days though.

    I'm using the 8.41.7 ati driver (propriety) with my x1600 on feisty. I don't use xgl ( at least until AIGLX  is supported :) ,soon  :snipe: ) Haven't tried to use another X for the game....

    chief1983 I suppose thats the debug version....how do i choose that version to compile?
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: chief1983 on October 17, 2007, 09:05:49 am
    That I can't say, it may just be some sort of option you can pass during config, I don't really know.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: ARSPR on October 17, 2007, 12:46:10 pm
    3.6.9 didn't generate asteroids for me either... that was the main reason for me to try to compile.

    This thread is going offtopic really fast ...

    Nevertheless, I bet that this problem is just that you are not using -jpgtga launcher flag. The problem is that old fsopen versions do no use jpg and tga textures by default. So the asteroids are just invisible. This option is now enabled by default.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: karajorma on October 20, 2007, 05:37:49 am
    In 3.6.9, yes. The -jpgtga flag has been removed in builds after 3.6.9 and both formats are always used now. So compiling your own build from the source or using this one should have fixed that problem.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: castor on October 20, 2007, 02:24:51 pm
    A little tip for anyone annoyed by the ship lab zoom over/undershoot (sort of) :)

    In code/lab/lab.cpp, below line 715 (Lab_viewer_zoom += scale_y;), add the following
    Code: [Select]
    CLAMP(Lab_viewer_zoom, 0.08f/sip->closeup_zoom, 1.8f/sip->closeup_zoom);
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: taylor on October 20, 2007, 02:47:55 pm
    A little tip for anyone annoyed by the ship lab zoom over/undershoot (sort of) :)

    In code/lab/lab.cpp, below line 715 (Lab_viewer_zoom += scale_y;), add the following
    Code: [Select]
    CLAMP(Lab_viewer_zoom, 0.08f/sip->closeup_zoom, 1.8f/sip->closeup_zoom);
    Uhh, no, you can't do that since it would crash when you are viewing weapons (as sip is NULL in that case).  Plus it makes the zoom behave in a non-uniform manner, which was avoided on purpose. :)
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: Herra Tohtori on October 21, 2007, 12:19:13 am
    Just a quick question that popped up in me mind earlier in another thread...

    Is it possible to make an animated height map for the subspace vortex effect, or would it have no effect at all in the current rendering of normal/height maps?

    If not, how difficult would it be to make it so?

     :)
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: castor on October 21, 2007, 03:53:23 am
    Uhh, no, you can't do that since it would crash when you are viewing weapons (as sip is NULL in that case).  Plus it makes the zoom behave in a non-uniform manner, which was avoided on purpose. :)
    Oops, yes, crashes nicely :o Hmm.. 1 line of code :sigh:
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: Snail on October 21, 2007, 04:02:27 am
    Weird- The normal maps are working, but only for the Ulysses...

    (sorry if this has already been noted, I didn't read the thread)

    EDIT:
    ooh, the Dragon is also all greeeeeen.

    EDIT2:

    Actually none of the normal maps are working. :(
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: castor on October 21, 2007, 10:16:36 am
    I got the green dragon too (normal maps are working fine though).
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: taylor on October 21, 2007, 11:14:51 am
    Is it possible to make an animated height map for the subspace vortex effect, or would it have no effect at all in the current rendering of normal/height maps?
    No, but it wouldn't really do anything anyway, since both normal and height map effects are dependent on lighting and the warp vortex is rendered without lighting.

    Using animated normal/height maps is something that will most likely wait until the material system goes in.  There is nothing in the current code that prevents use of animated maps (other than the fact that it won't bother to try and load them), it's just not all that efficient (on mod makers that is).  Perhaps for 3.6.11 I can be persuaded to add support for animated maps, but it still wouldn't be usable on the warp vortex since you couldn't even see the effect of the maps.

    Oops, yes, crashes nicely :o Hmm.. 1 line of code :sigh:
    It's no big deal. :)  I had tried something pretty similar early on in the new lab code, but it just didn't work out very well.

    ooh, the Dragon is also all greeeeeen.
    http://www.hard-light.net/forums/index.php/topic,49939.msg1010258.html#msg1010258
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: Snail on October 21, 2007, 05:01:39 pm
    I have GLSL enabled but Normal maps don't work. Is it related to the mediavps?
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: taylor on October 21, 2007, 05:37:32 pm
    I have GLSL enabled but Normal maps don't work. Is it related to the mediavps?
    Assuming that you are using -normal as well, the only other real problem would be mediavp related.  DaBrain changed all of the filenames in the beta mediavps, but in the normalmap VP I provided I used filenames for the older mediavps instead (for greater compatibility).  So if you are using a beta version from DaBrain then that is your problem.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: AqueousShadow on October 22, 2007, 07:39:29 pm
    I'm getting the stutters in gameplay as well. Not sure exactly what causes it...but it really gets in the way of playing.

    I'm running an 8800GTS and it works flawlessly with 3.6.9
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: ARSPR on October 23, 2007, 01:26:17 am
    I'm getting the stutters in gameplay as well. Not sure exactly what causes it...but it really gets in the way of playing.

    I'm running an 8800GTS and it works flawlessly with 3.6.9

    Here is your answer:

    One thing, people should test. Performance. These builds run smoother (more FPS) than old ones while looking BETTER.

    BUT at least in my system I've got bigger slowdowns the very first time effects, (explosions, shockwaves, etc.) are triggered,...
    Yeah, that's something that I do need feedback on from everyone.  I also randomly get bigger slowdowns at certain times.  None of those effects use the new shader code, so it shouldn't matter, but neither ARSPR or myself are able to get the same slowdowns when not using GLSL.  So, any feedback from any of you would be helpful with this.

    But any info you could give Taylor would be great. Test whatever you think of...
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: FUBAR-BDHR on October 23, 2007, 04:48:57 pm
    New FS2NetD code:  The new FS2NetD code should fix a TON of bugs in the old code, plus just work better overall.  It is, however, incompatible will the old code.  So, anyone playing multiplayer will need to make sure that everyone involved is using this build in order for the games to show up.

    Finally had a minute to try out the standalone fixes.  I noticed the servers, games, and pilots are not showing up on FS2NET.  Is this by design or am I just looking in the wrong place?
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: taylor on October 23, 2007, 05:16:57 pm
    Finally had a minute to try out the standalone fixes.  I noticed the servers, games, and pilots are not showing up on FS2NET.  Is this by design or am I just looking in the wrong place?
    The FS2NetD server/client is incompatible with what everyone has been using, so it has to run separately.  Eventually it will replace what is currently running, but right now it just sits there running no mods and doesn't show up on the website.  I can setup the mods if the mods actually want it, but the website can still only monitor one of the servers at the time.  I had thought about making a separate FS2NetD page just for monitoring the new server/clients, but so far not enough people are using it to warrant such a thing.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: chief1983 on October 23, 2007, 06:12:48 pm
    Hey taylor, that reminds me.  I've been meaning to offer my services as a php website developer (professional now, I just got a job) to help out FS2NetD.  You need any help with it?
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: taylor on October 23, 2007, 07:37:02 pm
    Hey taylor, that reminds me.  I've been meaning to offer my services as a php website developer (professional now, I just got a job) to help out FS2NetD.  You need any help with it?
    Don't really need anything at the moment.  Adding mod support was the only big thing that we needed, and that has already been taken care of.  I'm not against some other sort of an upgrade though, if you have any ideas.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: Goober5000 on October 24, 2007, 12:20:15 pm
    Hey taylor, that reminds me.  I've been meaning to offer my services as a php website developer (professional now, I just got a job) to help out FS2NetD.  You need any help with it?
    Hurr...

    Maybe not for FS2NetD, but we could sure use some help with IndieGames. :)
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: fsphiladelphia on October 24, 2007, 08:13:38 pm
    This is not a code issue or problem, just something I noticed and how to fix it...

    There's (at least one) mis-named file in the normalmap pack, namely fighter03-01a.dds, which should be fighter03-01a-normal. It causes the Shivan Dragon to be greenishly transparent and damn ugly. So if your SF Dragon looks green and partially transparent, it's because of this, not because of any card/driver issue (because it uses intended normal map as a texture, which doesn't work very well as you can imagine.

    I fixed it by extracting the file from the normalmap VP to ..\normalmaps\data\maps\ and renamed it appropriately; then extracted the Dragon texture (real fighter03-01a.dds) from MediaVP's, and shoved that to the same normalmaps data subdirectory to override the mistakenly named file.

    If one extracts this normalmaps vp to a directory such as the one you propose, and -normal -height is enabled in the command line, will the new build search down through the mediavps directory until it finds what it is looking for?  Right now, I have the normal maps running but I have just dropped the nm_test.vp into the main mediavps directory.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: ARSPR on October 25, 2007, 01:38:42 am
    If one extracts this normalmaps vp to a directory such as the one you propose, and -normal -height is enabled in the command line, will the new build search down through the mediavps directory until it finds what it is looking for?  Right now, I have the normal maps running but I have just dropped the nm_test.vp into the main mediavps directory.

    It's just vital for anyone understanding how and where FS2 looks for game data, and related to it, how you should handle different mod installations. Spend some time reading and understanding it. Believe me when I say it can save you TONS of troubles, (and it can save moderators a lot of time reading and answering "this mod/mission/game doesn't work" posts.   :nervous:).

    You can read about it in several places. Here you have two from wiki:
    http://www.hard-light.net/wiki/index.php/FS2_Data_Structure
    http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-mod
    (And, of course, Karajorma's FAQ. Look for any post from him and you've got the link in his signature)
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: jr2 on October 25, 2007, 03:04:55 am
    Kara's FAQ = External Sites > The FreeSpace FAQ link on the top of every Forum page.

    EDIT: and, (when I finish it :rolleyes: ) there will be a wikified version of Kara's FAQ, too.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: fsphiladelphia on October 25, 2007, 08:04:01 am
    If one extracts this normalmaps vp to a directory such as the one you propose, and -normal -height is enabled in the command line, will the new build search down through the mediavps directory until it finds what it is looking for?  Right now, I have the normal maps running but I have just dropped the nm_test.vp into the main mediavps directory.

    It's just vital for anyone understanding how and where FS2 looks for game data, and related to it, how you should handle different mod installations. Spend some time reading and understanding it. Believe me when I say it can save you TONS of troubles, (and it can save moderators a lot of time reading and answering "this mod/mission/game doesn't work" posts.   :nervous:).

    You can read about it in several places. Here you have two from wiki:
    http://www.hard-light.net/wiki/index.php/FS2_Data_Structure
    http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-mod
    (And, of course, Karajorma's FAQ. Look for any post from him and you've got the link in his signature)


    Thanks for the information -- I've generally understood most of what FS2 does so far, and haven't promulgated a lot of "this doesn't/didn't work" posts.  I was really just looking for some clarifcation.  I'll read the links.
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: ARSPR on October 25, 2007, 08:34:46 am
    Thanks for the information -- I've generally understood most of what FS2 does so far, and haven't promulgated a lot of "this doesn't/didn't work" posts.  I was really just looking for some clarifcation.  I'll read the links.

    Oooops, sorry if you missunderstood my words. I didn't want to accuse you of anything. It was more a general thought...

    And nevertheless, as a general rule, hard-light forum members are extremelly polite and willing to help anyone, (even when they ask about FS & 2+1  :lol:). I was just pointing a little sin, we all commit from time to time...
    Title: Re: 2007-10-07 stable branch (Xt version)
    Post by: fsphiladelphia on October 25, 2007, 10:48:32 am
    Thanks for the information -- I've generally understood most of what FS2 does so far, and haven't promulgated a lot of "this doesn't/didn't work" posts.  I was really just looking for some clarifcation.  I'll read the links.

    Oooops, sorry if you missunderstood my words. I didn't want to accuse you of anything. It was more a general thought...

    And nevertheless, as a general rule, hard-light forum members are extremelly polite and willing to help anyone, (even when they ask about FS & 2+1  :lol:). I was just pointing a little sin, we all commit from time to time...

    No problem at all -- I think my post may have come off wrong, as well, I genuinely meant thanks for the info :)  I checked it but will give it a more exhaustive read later tonight.