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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: WMCoolmon on February 18, 2008, 04:31:48 pm

Title: C02182008: The widescreen fix
Post by: WMCoolmon on February 18, 2008, 04:31:48 pm
http://fs2source.warpcore.org/exes/latest/C02182008.zip (7.76MB)

Includes Murleen's widescreen fix. Based on my last stable scripting build.
Title: Re: C02182008: The widescreen fix
Post by: Darklord42 on February 18, 2008, 08:27:21 pm
Awesome! thanks allot its nice to see freespace in my MacBookPro's native resolution.  Btw, is taylor's sdr1119.vp suppose to work with this?  As I'm getting nothing with it.
Title: Re: C02182008: The widescreen fix
Post by: Tinman on February 19, 2008, 01:04:08 pm
you can enjoy the game also using MacOS X -> see my signature   ;)
Title: Re: C02182008: The widescreen fix
Post by: Darklord42 on February 19, 2008, 01:29:11 pm
Thanks, but I sort of given up on the MacOSX version, though I'm sure Taylor has fixed the shader bugs by now. For one thing, I can actually set antialiasing. Besides I prefer to have all my games run on windows and leave my work stuff on the MacOSX. That way, when I'm working, I'm not tempted to go click on a game Icon.  :D
Title: Re: C02182008: The widescreen fix
Post by: Tinman on February 19, 2008, 01:38:27 pm
To be honest, I also use BootCamp from time to time for a game - or PCS2.0.x or FRED or for 3.6.10 builds  :nervous:
Title: Re: C02182008: The widescreen fix
Post by: Zacam on February 19, 2008, 05:49:39 pm
This is beautiful to behold. Actual 16:9 and 8:5 (16:10) res support!

Too bad it's so chunky that it is nigh on unplayable. Suppose that pointing it at the 3.6.10 Beta's w/ Normals (that it doesn't support) doesn't help any.

Massive Battle: 10-14 FPS at begining, with improvements: once all the shivans are dead up to 24 FPS.

1207 and 0217 XT's: 34-40 FPS and up to 60 once 2 Shivans are dead.

(Note: Shivans means Cap Ships. Doesn't matter which ones.)
Title: Re: C02182008: The widescreen fix
Post by: tamshiwen on February 20, 2008, 03:06:06 am
very nice indeed.  the video stutters every 5-7 seconds on my x2 4600+ and 7900gt.  If I set affinity to just one core it chunks like Zacam said.  Overall, very impressed with this build.  Keep up the good work!
Title: Re: C02182008: The widescreen fix
Post by: chief1983 on February 20, 2008, 05:18:02 pm
This build shouldn't have GLSL, so normal maps won't do anything with it.  They won't be loaded or affect gameplay whatsoever.   Unless WMC somehow snagged a copy of Taylor's code.
Title: Re: C02182008: The widescreen fix
Post by: chief1983 on February 20, 2008, 07:21:25 pm
Excellent.  I got that main menu script working now, and ts.isCurrentPlayerMulti() seems to be working as I expected it to.  Thanks a bunch!  Now as soon as I get my old files back I should be able to tie together some sort of testing pack for the devs.
Title: Re: C02182008: The widescreen fix
Post by: Turambar on February 25, 2008, 08:49:04 am
this works nice on the laptop.

no moving suns and accurate lead indicators!
Title: Re: C02182008: The widescreen fix
Post by: Kaine on February 26, 2008, 06:54:46 am
this really needs to be rolled into Taylors XT builds  ;7
Title: Re: C02182008: The widescreen fix
Post by: taylor on February 26, 2008, 07:38:58 am
this really needs to be rolled into Taylors XT builds  ;7
It was ... 4 releases ago. :)
Title: Re: C02182008: The widescreen fix
Post by: chief1983 on February 26, 2008, 10:09:32 am
Hehe...yup, on 2/15 it seems.
Title: Re: C02182008: The widescreen fix
Post by: Herra Tohtori on February 26, 2008, 10:15:51 am
Pardon my ignorance, but where could I find these new XT series builds with widescreen fix enabled? I can't seem to find them from either browsing the warpcore directories, and obviously they don't seem to be on the Recent Builds forum open for download either.
 
Are they some kind of dev-exclusive material? :nervous:

EDIT: Yay, thanks. :)
Title: Re: C02182008: The widescreen fix
Post by: chief1983 on February 26, 2008, 10:37:07 am
Try here (http://icculus.org/~taylor/fso/willrobinson/Xt0222-win32.rar).
Title: Re: C02182008: The widescreen fix
Post by: Tinman on February 26, 2008, 12:38:08 pm
no Xt0222-osx.tgz  :(
Title: Re: C02182008: The widescreen fix
Post by: chief1983 on February 26, 2008, 06:10:34 pm
Nope, last one I know of is 12/08, but you might check the cross platform development threads for any other interesting stuff.  Although it seems you've already posted your own there.  I don't know what source you based that build off of, but you might try getting a copy of taylor's code updates and integrating it if you can't wait.  He also modified Murleen's patch a bit, might want to check on that too.
Title: Re: C02182008: The widescreen fix
Post by: Tinman on February 27, 2008, 12:34:52 pm
my build is based on the fs2_open 3.6.9 source tarball posted by taylor http://www.hard-light.net/forums/index.php/topic,44374.0.html (http://www.hard-light.net/forums/index.php/topic,44374.0.html)

I got the latest source from svn, but taylor is working on it and it does not compile under MacOS X/XCode yet, but I am patient  :)
Title: Re: C02182008: The widescreen fix
Post by: Topgun on February 27, 2008, 08:29:19 pm
does this fix fov?
Title: Re: C02182008: The widescreen fix
Post by: chief1983 on February 28, 2008, 11:41:40 am
It includes the fix that Murleen posted about fixing FOV on widescreen and other non-standard resolutions.  Might even help when using non-standard FOVs on normal resolutions, haven't tested it yet.
Title: Re: C02182008: The widescreen fix
Post by: Zacam on February 28, 2008, 09:57:11 pm
Check out Mantis Issue 0001617 (http://scp.indiegames.us/mantis/view.php?id=1617).

Seems so far to only affect builds with this fix, but the cause may or may not be related to the fix.
Title: Re: C02182008: The widescreen fix
Post by: chief1983 on February 28, 2008, 10:56:02 pm
Another possibility is a side effect from the scripting system.  WMC committed that before the 15th, and Taylor probably updated his base before making his newer builds.  So there's any number of places it could have come from.  I would love to hear how the widescreen patch could have caused this though, if that's the case.
Title: Re: C02182008: The widescreen fix
Post by: WMCoolmon on February 29, 2008, 04:51:42 am
If the scripting system has been committed to the stable branch, it wasn't me that did it. I just released a build. I did commit some miscellaneous code bits, but most of those involved graphics or parsing and were essentially isolated.
Title: Re: C02182008: The widescreen fix
Post by: chief1983 on February 29, 2008, 10:00:09 am
Oh I thought you commited it, my mistake.  Then yeah, it would have to be murleen's fix or something else that was commited between December and February probably, since not many builds were released over that timespan.
Title: Re: C02182008: The widescreen fix
Post by: taylor on February 29, 2008, 10:54:02 am
Murleen's fix doesn't even remotely touch anything resembling the physics code, which is pretty much the only place a glide related problem could be located.

About the only change related to the problem was rev. 4381 (http://svn.icculus.org/fs2open?view=rev&revision=4381), which was a commit of various code on 12/28.  And I mention that rev in particular since the bulk of that commit was glide related changes and it was the last set of glide related changes that I'm aware of.
Title: Re: C02182008: The widescreen fix
Post by: Backslash on February 29, 2008, 12:04:44 pm
Right, that was me, and that's the revision that did it.
Half of that is intended (sort of), but the match speed thing needs a fix.  Working on it.
Title: Re: C02182008: The widescreen fix
Post by: chief1983 on February 29, 2008, 03:05:57 pm
Yeah I didn't think it would have been Murleen's fix, but I hadn't heard much about any other commits in the last few months, although I was sure there had been some.