Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Zacam on February 19, 2010, 08:48:44 pm

Title: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Zacam on February 19, 2010, 08:48:44 pm
Here it is! RC1 for the upcoming 3.6.12. Packing in a lot of history and a lot of changes since 3.6.10.

Important!!
As Post Processing is a new feature, as are the Unified Shaders, don't forget to grab FSU_and-PostProc_Shaders.7z (http://zacam.ueuo.com/fsu/FSU_and-PostProc_Shaders.7z)
A .vp version of these will be available once it is determined that no changes are necessary (which will then become available for Final Release).
All .sdr files go to *\data\effects and the .tbl goes in to *\data\tables.
* can be either the mediavps\ or main FreeSpace2\ dir.
Do not enable -post_process without the shaders present.  It will crash.  A fix is in the works.

Important!!
As always, you need OpenAL installed.  Linux and OS X come with it but Windows users will need to get Creative's OpenAL installer (http://connect.creativelabs.com/openal/Downloads/oalinst.zip).

Important!!
Also, since the internal code linking for TrackIR was revised, an external DLL is now required for FSO to use TrackIR functions.
The following DLL is simply unpacked in to you main FreeSpace2 root dir.
TrackIR is only supported on Windows.
TrackIR SCP DLL (http://www.mediafire.com/download.php?ihzkihqj2ky)

Launchers, if you don't have one already:
Windows:  Launcher 5.5e (http://fs2source.warpcore.org/exes/Launcher55e.zip) (new launcher version! fixes hyphens in mod folder names issue)
OS X:  Soulstorm's OS X Launcher 3.0 (http://www.hard-light.net/forums/index.php/topic,51391.0.html)
Linux:  YAL (http://www.hard-light.net/forums/index.php/topic,53206.0.html) or here (http://www.hard-light.net/forums/index.php/topic,44204.0.html) or by hand (http://www.hard-light.net/wiki/index.php/Fs2_open_on_Linux/Graphics_Settings) or whatever you can figure out.

Known issues:

WINDOWS Builds

Inferno Builds (HIGHLY RECOMMENDED)
fs2_open_3_6_12_RC1_INF.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC1_INF.zip)
MD5: e05370ea576e51b437c904bb9ec8621e

fs2_open_3_6_12_RC1_INF_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC1_INF_SSE.zip)
MD5: 6a3f3d938ecf686071a18109037a9cb0

fs2_open_3_6_12_RC1_INF_SSE2.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC1_INF_SSE2.zip)
MD5: 4d01665a1273448e7eb178bafbb82163

Standard Builds (USE ONLY AS DIRECTED)
These are provided only so that any problems encountered can be checked
to make sure that it is not being caused by the INF_BUILD settings.

fs2_open_3_6_12_RC1.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC1.zip)
MD5: 1b5027721aa7de796aa307883a7f4b88

fs2_open_3_6_12_RC1_SSE.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC1_SSE.zip)
MD5: d856892a176b42a827288b2c783312ac

fs2_open_3_6_12_RC1_SSE2.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_12_RC1_SSE2.zip)
MD5: e6a137a566c754a9e4acf1aa55ca6aeb


OS X Builds

Inferno Build (HIGHLY RECOMMENDED)
FS2_Open-3.6.12_RC1_INF.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.12_RC1_INF.dmg)
MD5: 2f36f3789f204f4dfe60f2f0b20c2a3d

Standard Build (USE ONLY AS DIRECTED)
This is only provided only so that any problems encountered can be checked
to make sure that it is not being caused by the INF_BUILD settings.

FS2_Open-3.6.12_RC1.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.12_RC1.dmg)
MD5: 82c75ae45472d7f6d94d53109f8e5e81


LINUX Builds

Inferno Build (HIGHLY RECOMMENDED)
fs2_open_3_6_12_RC1_INF.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3_6_12_RC1_INF.tar.bz2)
MD5: 9099c8aa399bf84bdcdcf839080299db

Standard Build (USE ONLY AS DIRECTED)
This is only provided only so that any problems encountered can be checked
to make sure that it is not being caused by the INF_BUILD settings.

fs2_open_3_6_12_RC1.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3_6_12_RC1.tar.bz2)
MD5: 085e8ed5365df58deeafaecc0a4a1d0a


Changelog since the last multi-platform Nightly Build (5852):
( Additionally, see here: 3.6.12 Changelog (since 3.6.10) (http://www.hard-light.net/forums/index.php?topic=64685.0) )
Code: [Select]
------------------------------------------------------------------------
r5853 | chief1983 | 2010-01-29 14:21:33 -0800 (Fri, 29 Jan 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/hud/hudparse.cpp

Fix a VC6 compiling issue with multiple declarations of i
------------------------------------------------------------------------
r5855 | Goober5000 | 2010-01-29 16:04:54 -0800 (Fri, 29 Jan 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/projects/MSVC_6/code.dsp
   M /trunk/fs2_open/projects/MSVC_6_Release/Freespace2.dsp
   M /trunk/fs2_open/projects/MSVC_6_Release/code.dsp

fix the MSVC6 project files
------------------------------------------------------------------------
r5856 | Goober5000 | 2010-01-29 16:12:45 -0600 (Fri, 29 Jan 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/projects/MSVC_6_Release/Fred2.dsp
   M /trunk/fs2_open/projects/MSVC_6_Release/libjpeg.dsp
   M /trunk/fs2_open/projects/MSVC_6_Release/liblua.dsp
   M /trunk/fs2_open/projects/MSVC_6_Release/wxFRED2.dsp

change the other DSPs too
------------------------------------------------------------------------
r5857 | Goober5000 | 2010-01-29 16:50:08 -0800 (Fri, 29 Jan 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/projects/MSVC_6/code.dsp
   M /trunk/fs2_open/projects/MSVC_6_Release/Fred2.dsp
   M /trunk/fs2_open/projects/MSVC_6_Release/Freespace2.dsp
   M /trunk/fs2_open/projects/MSVC_6_Release/code.dsp

Zacam's project fixes
------------------------------------------------------------------------
r5858 | Zacam | 2010-01-29 19:38:53 -0800 (Fri, 29 Jan 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/physics/physics.cpp
   M /trunk/fs2_open/code/physics/physics.h
   M /trunk/fs2_open/code/playerman/playercontrol.cpp
   M /trunk/fs2_open/code/ship/ship.cpp
   M /trunk/fs2_open/code/ship/ship.h

SparK's Reverse Afterburner code, for FringeSpace (Tachyon) project Feature Request.
------------------------------------------------------------------------
r5859 | Wanderer | 2010-01-30 03:45:22 -0800 (Sat, 30 Jan 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/parse/lua.cpp

bah, bah, bah, bah - fix my own stupid bug in lua raycollision function
------------------------------------------------------------------------
r5861 | Zacam | 2010-01-30 17:19:58 -0800 (Sat, 30 Jan 2010) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/hud/hudtarget.cpp
   M /trunk/fs2_open/code/menuui/techmenu.cpp
   M /trunk/fs2_open/code/missionui/missionbrief.cpp
   M /trunk/fs2_open/code/missionui/missionshipchoice.cpp
   M /trunk/fs2_open/code/missionui/missionweaponchoice.cpp
   M /trunk/fs2_open/code/network/multiteamselect.cpp
   M /trunk/fs2_open/code/ship/ship.cpp
   M /trunk/fs2_open/code/ship/ship.h
   M /trunk/fs2_open/code/weapon/weapon.h
   M /trunk/fs2_open/code/weapon/weapons.cpp

From Antipodes #5: new TBM option '$Alt name:'
For ships and weapon tbms - renaming existing tbl entries in mods
------------------------------------------------------------------------
r5862 | Zacam | 2010-01-30 17:22:56 -0800 (Sat, 30 Jan 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/speech/include/sphelper.h

From Antipodes #5: Corrections for errors and warnings to SPHelper.h for speech compiling for WSVC (specifically 2008), especially when done on Vista/Win 7.
------------------------------------------------------------------------
r5863 | Zacam | 2010-01-31 19:37:14 -0800 (Sun, 31 Jan 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/playerman/playercontrol.cpp

Crap. Fixes SparK's Reverse AB. Now with a ship defined with Reverse AB, forward AB still responds as normal.
------------------------------------------------------------------------
r5864 | karajorma | 2010-01-31 20:15:23 -0800 (Sun, 31 Jan 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/weapon/corkscrew.cpp

FUBAR's Corkscrew Limit bump
------------------------------------------------------------------------
r5865 | karajorma | 2010-01-31 20:35:29 -0800 (Sun, 31 Jan 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/fred2/management.cpp

FUBAR's bump for the number of docks a ship can have in FRED.
------------------------------------------------------------------------
r5866 | karajorma | 2010-01-31 20:49:09 -0800 (Sun, 31 Jan 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/fred2/shipspecialhitpoints.cpp

FUBAR's special hits fix.
------------------------------------------------------------------------
r5873 | taylor | 2010-02-02 18:18:22 -0800 (Tue, 02 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/parse/lua.cpp
   M /trunk/fs2_open/code/particle/particle.cpp
   M /trunk/fs2_open/code/particle/particle.h

particle updates from the Xt code base
------------------------------------------------------------------------
r5875 | Zacam | 2010-03-02 20:04:17 -0800 (Wen, 03 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/starfield/starfield.cpp

Proper fix for Mantis 2039. Nebula poof debris ANI usage now based on using any ANI/EFF on nebdeb01-nebdeb04. Doesn't exist on retail but also doesn't conflict or break Retail as these (nor the original "Neb01-64") actually exist, but allows for the same flexible range for the effect as non-nebula has for motion debris.
------------------------------------------------------------------------
r5876 | Zacam | 2010-03-02 20:12:45 -0800 (Wen, 03 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/cutscene/cutscenes.cpp

Fix for cutscene.cpp "signed/unsigned mismatch" multi-platform warning.
------------------------------------------------------------------------
r5877 | Zacam | 2010-03-02 20:27:43 -0800 (Wen, 03 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/graphics/gropenglstate.cpp
   M /trunk/fs2_open/graphics/gropenglstate.h

Multi-platform resolution for "signed/unsigned mismatch" warning on gropenglstate.cpp
------------------------------------------------------------------------
r5878 | Zacam | 2010-03-02 20:42:04 -0800 (Wen, 03 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/ship/ship.cpp

Multi-platform resolution for "signed/unsigned mismatch" warning on ship.cpp
------------------------------------------------------------------------
r5879 | Zacam | 2010-03-02 20:44:42 -0800 (Wen, 03 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/ship/shiphit.cpp

Multi-platform resolution for "unused variable" warning on shiphit.cpp
------------------------------------------------------------------------
r5880 | Zacam | 2010-03-02 21:02:07 -0800 (Wen, 03 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/starfield/nebula.cpp

Not multi-platform, but it doesn't break other platforms and removes 11 warnings from nebula.cpp.
------------------------------------------------------------------------
r5881 | Zacam | 2010-03-02 20:36:04 -0800 (Wen, 03 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/ship/ship.h

Multi-platform resolution for "signed/unsigned mismatch" warning on aiturret.cpp via ship.h
------------------------------------------------------------------------
r5882 | Wanderer | 2010-04-02 13:18:19 -0800 (Thu, 04 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/hud/hudescort.cpp

fix for mantis 2110
------------------------------------------------------------------------
r5886 | Wanderer | 2010-05-02 11:04:12 -0800 (Fri, 05 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/ship/ship.cpp

allow armor entries exists even without any calculations.
------------------------------------------------------------------------
r5887 | Wanderer | 2010-05-02 15:14:34 -0800 (Fri, 05 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/parse/lua.cpp

fix couple of model handle related bugs in lua.cpp
------------------------------------------------------------------------
r5888 | taylor | 2010-05-02 17:02:24 -0800 (Fri, 05 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/model/modelinterp.cpp
   M /trunk/fs2_open/code/render/3ddraw.cpp

fix damage lightning (from Xt tree)
------------------------------------------------------------------------
r5890 | Zacam | 2010-05-02 18:35:41 -0800 (Fri, 05 Feb 2010) | 4 lines
Changed paths:
   M /trunk/fs2_open/code/Makefile.am
   M /trunk/fs2_open/code/bmpman/bm_internal.h
   M /trunk/fs2_open/code/bmpman/bmpman.cpp
   M /trunk/fs2_open/code/cfile/cfile.cpp
   M /trunk/fs2_open/code/graphics/gropenglbmpman.cpp
   M /trunk/fs2_open/code/graphics/grstub.cpp
   M /trunk/fs2_open/code/hud/hudtarget.cpp
   M /trunk/fs2_open/code/nebula/neb.cpp
   A /trunk/fs2_open/code/pngutils
   A /trunk/fs2_open/code/pngutils/pngutils.cpp
   A /trunk/fs2_open/code/pngutils/pngutils.h
   M /trunk/fs2_open/configure.ac
   A /trunk/fs2_open/libpng
   A /trunk/fs2_open/libpng/png.c
   A /trunk/fs2_open/libpng/png.h
   A /trunk/fs2_open/libpng/pngconf.h
   A /trunk/fs2_open/libpng/pngerror.c
   A /trunk/fs2_open/libpng/pngget.c
   A /trunk/fs2_open/libpng/pngmem.c
   A /trunk/fs2_open/libpng/pngpread.c
   A /trunk/fs2_open/libpng/pngread.c
   A /trunk/fs2_open/libpng/pngrio.c
   A /trunk/fs2_open/libpng/pngrtran.c
   A /trunk/fs2_open/libpng/pngrutil.c
   A /trunk/fs2_open/libpng/pngset.c
   A /trunk/fs2_open/libpng/pngtest.c
   A /trunk/fs2_open/libpng/pngtrans.c
   A /trunk/fs2_open/libpng/pngwio.c
   A /trunk/fs2_open/libpng/pngwrite.c
   A /trunk/fs2_open/libpng/pngwtran.c
   A /trunk/fs2_open/libpng/pngwutil.c
   A /trunk/fs2_open/libpng/scripts
   A /trunk/fs2_open/libpng/scripts/pngw32.def
   A /trunk/fs2_open/libpng/scripts/pngw32.rc
   M /trunk/fs2_open/projects/MSVC_2008/Fred2.vcproj
   M /trunk/fs2_open/projects/MSVC_2008/Freespace2.sln
   M /trunk/fs2_open/projects/MSVC_2008/Freespace2.vcproj
   M /trunk/fs2_open/projects/MSVC_2008/code.vcproj
   A /trunk/fs2_open/projects/MSVC_2008/libpng.vcproj
   A /trunk/fs2_open/projects/MSVC_2008/zlib.vcproj
   M /trunk/fs2_open/projects/MSVC_6_Release/Freespace2.dsw
   M /trunk/fs2_open/projects/MSVC_6_Release/code.dsp
   A /trunk/fs2_open/projects/MSVC_6_Release/libpng.dsp
   A /trunk/fs2_open/projects/MSVC_6_Release/zlib.dsp
   M /trunk/fs2_open/projects/Xcode/FS2_Open.xcodeproj/project.pbxproj
   A /trunk/fs2_open/zlib
   A /trunk/fs2_open/zlib/adler32.c
   A /trunk/fs2_open/zlib/compress.c
   A /trunk/fs2_open/zlib/crc32.c
   A /trunk/fs2_open/zlib/crc32.h
   A /trunk/fs2_open/zlib/deflate.c
   A /trunk/fs2_open/zlib/deflate.h
   A /trunk/fs2_open/zlib/example.c
   A /trunk/fs2_open/zlib/gzio.c
   A /trunk/fs2_open/zlib/infback.c
   A /trunk/fs2_open/zlib/inffast.c
   A /trunk/fs2_open/zlib/inffast.h
   A /trunk/fs2_open/zlib/inffixed.h
   A /trunk/fs2_open/zlib/inflate.c
   A /trunk/fs2_open/zlib/inflate.h
   A /trunk/fs2_open/zlib/inftrees.c
   A /trunk/fs2_open/zlib/inftrees.h
   A /trunk/fs2_open/zlib/minigzip.c
   A /trunk/fs2_open/zlib/trees.c
   A /trunk/fs2_open/zlib/trees.h
   A /trunk/fs2_open/zlib/uncompr.c
   A /trunk/fs2_open/zlib/win32
   A /trunk/fs2_open/zlib/win32/zlib1.rc
   A /trunk/fs2_open/zlib/zconf.h
   A /trunk/fs2_open/zlib/zconf.in.h
   A /trunk/fs2_open/zlib/zlib.h
   A /trunk/fs2_open/zlib/zutil.c
   A /trunk/fs2_open/zlib/zutil.h

From Antipodes #5: PNG File Format support.
Adds PNG to Maps (should only be used for Nameplates), Interface, Effects, HUD (still needs HUD Rewrite to implement), Player/Squad Images, Multi Players, Multi Cache, CB Anims and Intel Anims.
LIBPNG: Version 1.2.42, current and highest usable version (MAX_VERSION), Linux can use any 1.2.2x-1.2.42, but should NOT use 1.4.0 under any platform for ANY reason (will require rewriting pngutils)
ZLIB: Version 1.2.3.
------------------------------------------------------------------------
r5891 | Echelon9 | 2010-05-02 22:52:12 -0800 (Fri, 05 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/projects/Xcode/FS2_Open.xcodeproj/project.pbxproj

Updated Xcode project file to reflect the non-inclusion of some redundant png source code files that weren't actually needed in Antipodes 5
------------------------------------------------------------------------
r5892 | karajorma | 2010-06-02 03:19:31 -0800 (Sat, 06 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/mission/missionmessage.cpp
   M /trunk/fs2_open/code/network/multimsgs.cpp
   M /trunk/fs2_open/code/network/multimsgs.h

Packet breaking fix for Mantis 2011 (Send-Message-List sends all messages at once for clients).
------------------------------------------------------------------------
r5893 | karajorma | 2010-06-02 03:20:32 -0800 (Sat, 06 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/network/multi_obj.cpp
   M /trunk/fs2_open/code/parse/sexp.cpp

Fix for Mantis 2106 (Set-object-position crashes in multiplayer).
------------------------------------------------------------------------
r5894 | Zacam | 2010-09-02 12:01:54 -0800 (Tue, 09 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/ai/aicode.cpp
   M /trunk/fs2_open/code/ship/ship.cpp
   M /trunk/fs2_open/code/weapon/weapon.h
   M /trunk/fs2_open/code/weapon/weapons.cpp

From The_E: Capital+ flag "AI will not use this weapon on fighters or bombers" for use against Capital class Targets ( SIF_BIG_SHIP | SIF_HUGE_SHIP ).
------------------------------------------------------------------------
r5895 | Zacam | 2010-09-02 12:03:57 -0800 (Tue, 09 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/mission/missioncampaign.cpp
   M /trunk/fs2_open/code/mission/missionparse.cpp
   M /trunk/fs2_open/code/mission/missionparse.h

From The_E: "This adds the optional string "$End Campaign Cutscene:" to the list of possible cutscenes; once end-campaign is called, all of those scenes will be played if their requisite trigger conditions are met, in the order in which they are defined in the mission file".
------------------------------------------------------------------------
r5896 | Wanderer | 2010-10-02 13:38:01 -0800 (Wen, 10 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/weapon/beam.cpp

commit of beam piercing patch (allow beam tooling to occur simultaneously to the effects)
------------------------------------------------------------------------
r5897 | Wanderer | 2010-10-02 13:50:15 -0800 (Wen, 10 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/globalincs/windebug.cpp
   M /trunk/fs2_open/code/parse/lua.cpp

Commit of lua debug patch.
------------------------------------------------------------------------
r5898 | Wanderer | 2010-10-02 17:42:36 -0800 (Wen, 10 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/cutscene/oggplayer.cpp

Resolves "conditional within an assignment" warnings that could cause problems.
------------------------------------------------------------------------
r5899 | Zacam | 2010-10-02 18:12:15 -0800 (Wen, 10 Feb 2010) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/bmpman/bmpman.cpp

Potential Fix for Mantis 2114 as suggested by The_E and tested by myself. Not only set "static int bm_next_handle" to 0, but also conditioned the Asserts (hopefully) a bit better and cleared out commented code blocks.
(Note: It seems I got Notepad++ to convert ushort and uint into "unsigned" short and int. Doesn't break anything and frankly, I hate unnecessary typedefs anyway).
------------------------------------------------------------------------
r5900 | chief1983 | 2010-11-02 08:31:25 -0800 (Thu, 11 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/parse/sexp.cpp

Fix Mantis #2120: is-primary-selected now returns true for any bank when primaries are linked.
------------------------------------------------------------------------
r5901 | chief1983 | 2010-11-02 08:33:45 -0800 (Thu, 11 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/hud/hud.cpp
   M /trunk/fs2_open/code/hud/hudconfig.cpp
   M /trunk/fs2_open/code/hud/hudparse.cpp
   M /trunk/fs2_open/code/hud/hudparse.h
   M /trunk/fs2_open/code/hud/hudtarget.cpp

Patch for Mantis #2071: color inheritance and pan or static option for custom gauges
------------------------------------------------------------------------
r5902 | Zacam | 2010-11-02 08:47:19 -0800 (Thu, 11 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/missionui/missionweaponchoice.cpp

Patch for Mantis  #2001: Primary weapon loadouts with text names no longer show # or anything to the right. Works with $Alt Name: as well.
------------------------------------------------------------------------
r5903 | karajorma | 2010-11-02 22:42:19 -0800 (Thu, 11 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/ship/ship.cpp

Fix Mantis 2094 (Set-Support-ship results in support ships that can't rearm even though present in the mission). Thanks to FUBAR for the spading on this.
------------------------------------------------------------------------
r5904 | karajorma | 2010-11-02 23:14:34 -0800 (Thu, 11 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/fred2/sexp_tree.cpp
   M /trunk/fs2_open/code/parse/sexp.cpp

Deprecate <any support ship class> in favour of something that does exactly what it says on the tin.
------------------------------------------------------------------------
r5905 | karajorma | 2010-11-02 23:42:23 -0800 (Thu, 11 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/parse/sexp.cpp

Whoever designed a comparison function that reports false when the arguments are the same should be shot!
------------------------------------------------------------------------
r5906 | karajorma | 2010-12-02 03:19:56 -0800 (Fri, 12 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/network/multi.h

Bump the server version (should have done this when I broke the packet earlier this week).
------------------------------------------------------------------------
r5907 | karajorma | 2010-12-02 03:23:23 -0800 (Fri, 12 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/parse/sexp.cpp

Better fix for Mantis 2106 (set-object-position crashing multiplayer)
------------------------------------------------------------------------
r5908 | chief1983 | 2010-12-02 09:42:31 -0800 (Fri, 12 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/hud/hudparse.cpp
   M /trunk/fs2_open/code/hud/hudparse.h

Fixes for Mantis #2071: Color inheritance and child gauge IDs, per KK.
------------------------------------------------------------------------
r5909 | Wanderer | 2010-13-02 01:01:07 -0800 (Sat, 13 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/parse/sexp.cpp

fix for potential (and real) null vec issue caused by sexped explosions
------------------------------------------------------------------------
r5910 | karajorma | 2010-13-02 01:10:40 -0800 (Sat, 13 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/fred2/createwingdlg.cpp
   M /trunk/fs2_open/code/fred2/shipeditordlg.cpp
   M /trunk/fs2_open/fred2/waypointpathdlg.cpp
   M /trunk/fs2_open/code/fred2/wing_editor.cpp

FUBAR's Mantis 2053 fix (Fix a few holes where invalid names could leak through.)
------------------------------------------------------------------------
r5911 | Echelon9 | 2010-13-02 04:07:00 -0800 (Sat, 13 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/projects/Xcode/FS2_Open.xcodeproj/project.pbxproj

Mantis 2108 Fix (Mac Inferno build configurations do not correctly set INF_BUILD in Xcode)
------------------------------------------------------------------------
r5912 | Zacam | 2010-13-02 16:46:13 -0800 (Sat, 13 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/mission/missionbriefcommon.cpp

Well, this is embarrassing. Forgot to apply "is_a_word_separator" in the briefing text coloring fix for Mantis 1992. As a result, it wasn't stopping coloring unless and until a whitespace was being hit, instead of stopping on valid word separators like it should have been.
------------------------------------------------------------------------
r5913 | Goober5000 | 2010-15-02 02:08:20 -0800 (Mon, 15 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/projects/MSVC_6/Freespace2.dsw
   M /trunk/fs2_open/projects/MSVC_6/code.dsp
   M /trunk/fs2_open/projects/MSVC_6/libpng.dsp
   M /trunk/fs2_open/projects/MSVC_6/zlib.dsp

sync png and zlib changes with MSVC6
------------------------------------------------------------------------
r5914 | Goober5000 | 2010-15-02 02:22:20 -0800 (Mon, 15 Feb 2010) | 3 lines
Changed paths:
   A /trunk/fs2_open/code/fred2/FictionViewerDlg.cpp
   A /trunk/fs2_open/code/fred2/FictionViewerDlg.h
   M /trunk/fs2_open/code/fred2/fred.rc
   M /trunk/fs2_open/code/fred2/fredview.cpp
   M /trunk/fs2_open/code/fred2/missionsave.cpp
   M /trunk/fs2_open/code/fred2/resource.h
   M /trunk/fs2_open/code/missionui/fictionviewer.cpp
   M /trunk/fs2_open/projects/MSVC_6/Fred2.dsp

add Fiction Viewer dialog
FRED will now save fiction viewer information properly
FRED will now also save "hidden" debriefing information properly
------------------------------------------------------------------------
r5915 | Goober5000 | 2010-15-02 03:01:29 -0800 (Mon, 15 Feb 2010) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/fireball/fireballs.cpp
   M /trunk/fs2_open/code/fred2/fred.rc
   M /trunk/fs2_open/code/fred2/missionsave.cpp
   M /trunk/fs2_open/code/fred2/resource.h
   M /trunk/fs2_open/code/fred2/shipflagsdlg.cpp
   M /trunk/fs2_open/code/fred2/shipflagsdlg.h
   M /trunk/fs2_open/code/freespace2/freespace.cpp
   M /trunk/fs2_open/code/mission/missionparse.cpp
   M /trunk/fs2_open/code/object/object.h
   M /trunk/fs2_open/code/parse/sexp.cpp
   M /trunk/fs2_open/code/ship/ship.cpp
   M /trunk/fs2_open/code/ship/ship.h
   M /trunk/fs2_open/code/ship/shipfx.cpp

clarify difference between knossos warpin and warpout in the code -- this should fix Mantis #2128
"mabye" -> "maybe"
------------------------------------------------------------------------
r5916 | taylor | 2010-15-02 11:01:14 -0800 (Mon, 15 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/ship/ship.cpp

Merge branch 'misc'
------------------------------------------------------------------------
r5917 | taylor | 2010-15-02 11:53:33 -0800 (Mon, 15 Feb 2010) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/network/multiui.cpp

fix coop kill limit check when set to none (Mantis #2014)
cleanup coop validation checks a little, particularly if future checks are added
------------------------------------------------------------------------
r5918 | Zacam | 2010-15-02 14:04:45 -0800 (Mon, 15 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/graphics/gropengltexture.h

Some *nix compilers (and potentially Mac in the near future) are dying on the build process regarding this comma.
------------------------------------------------------------------------
r5919 | chief1989 | 2010-15-02 21:22:14 -0800 (Mon, 15 Feb 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/projects/MSVC_2008/Fred2.vcproj

Fix VS 2008 compiling of FRED.
------------------------------------------------------------------------
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Black Wolf on February 19, 2010, 09:25:06 pm
Nice. :D Will this be the final version without integrating INF into the standard builds?
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on February 19, 2010, 09:27:38 pm
Yes. If all goes to plan, this will be the last version to feature a distinction between regular and inferno builds.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Kolgena on February 19, 2010, 10:54:10 pm
Switching over to Inferno now will break all my pilots, yes?

I'm not too concerned if it does, but I'd like to finish up a couple campaigns that I'm mostly done before getting this (and beam-pierce effects)
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: FUBAR-BDHR on February 19, 2010, 10:56:27 pm
No it wont.  Inferno pilots are stored in a separate directory from regular ones.  You won't be able to finish campaigns your in the middle of though but you can switch back and forth between inferno and standard builds.

Which just reminded me.  If you get errors trying to create a pilot with inferno create the data\players\single\inferno and data\players\mult\inferno directories manually. 
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Kolgena on February 19, 2010, 11:05:22 pm
Thanks!

Time to see beam-pierce beauty with my own eyes. Now, with 10% higher performance, or so they say.

'nother quick question: SSE and SSE2 seem to be builds that optimize some of the code for CPU bottlenecks. I'm assuming that I should go with one of them over the normal build, but which should I pick?
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: FUBAR-BDHR on February 19, 2010, 11:15:03 pm
Depends on your processor.  Anything above a P4 should be able to handle SSE2. 

Check here for more info:  http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Kolgena on February 19, 2010, 11:37:53 pm
Bug for Windows RC1, SSE2 version:

Escort list has no title. Doesn't affect gameplay, but it's annoying. I'd mantis but I don't know how >.>
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Black Wolf on February 19, 2010, 11:51:04 pm
Anyone else getting weird AI behaviour? Spinning in place when they're guarding ships? Also, something seems to have broken either stealth generally or "Invisible to friendlies when stealthed". Should these be mantised?
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Kolgena on February 20, 2010, 12:02:54 am
My giant battle2 in the tech room now has my cap ships reliably doing the tango amongst disco lasers.

So I guess that's a form of confirming your odd AI behavior.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Fury on February 20, 2010, 12:52:59 am
If you haven't used 3.6.11 nightly builds before, AI behavior indeed has changed. AI now behaves more like it did in retail. 3.6.10 (and maybe earlier) had somewhat broken standard AI behavior. You can consult QuantumDelta for specifics.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: QuantumDelta on February 20, 2010, 07:12:19 am
My giant battle2 in the tech room now has my cap ships reliably doing the tango amongst disco lasers.


Could you flesh this out a bit? The AI in my Massive Battle2 collide a bit (gives the impression of the jerky behaviour) but that's only because they're too close to eachother (fredding issue).
Beams also seemed fine.

Anyone else getting weird AI behaviour? Spinning in place when they're guarding ships? Also, something seems to have broken either stealth generally or "Invisible to friendlies when stealthed". Should these be mantised?
If this isn't a reference to ships 'orbiting' (patrolling around) the ships they're guarding when those ships are stationary, could you please cite mission/time/ships involved examples please? I can't replicate what I assumed you meant from reading this. AI guard behaviour seems normal.

Stealth in "Proving Grounds" is fine. Got another example of it?
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Kolgena on February 20, 2010, 10:16:39 am
To varying degrees, the capships bob up and down, even when they're not directly colliding. Most likely it's because they're too close to each other though. Before 3.6.11, they'd shift around a bit, but now they bob at insane Gs, which looks kind of funny, but probably doesn't occur in actual missions. I tried it again numerous times, and it was only worst during the first time I played that mission. Insane behavior only occurs like once every 5th playthru, with mild bobbing being the main oddity for the rest of the playthrus.

Problem usually resolves once all terran ships are dead though (only once did the hattie win due to very lucky beam disables), so it does seem to be ship AI not liking being stacked so close to each other.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on February 20, 2010, 10:18:11 am
Well, one more reason why simple attack orders are a bad idea for capship battles.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: QuantumDelta on February 20, 2010, 11:56:52 am
This is/was even observable in Clash of the Titans in FS1 (Not Port, 1):P
It's been in the game since /forever/.
My massive battle2 always did this.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Galemp on February 20, 2010, 12:22:15 pm
Won't someone PLEASE implement the Radar Icons feature?! It hasn't worked in almost a year. :(

(http://pjfoliver.googlepages.com/radarwithicons.gif)
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Fury on February 20, 2010, 12:32:12 pm
Radar icons work fine in 3D radar but not in 2D radar.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Herra Tohtori on February 20, 2010, 12:33:54 pm
I must say I quite agree with GalEmp. I want the icons for 2D radar as well, because the 3D radar is quite frankly hideous and looks really out of place.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on February 20, 2010, 12:45:51 pm
Won't someone PLEASE implement the Radar Icons feature?! It hasn't worked in almost a year. :(

(http://pjfoliver.googlepages.com/radarwithicons.gif)

What are you talking about? They work just fine for me (using the pack in your sig)
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: chief1983 on February 20, 2010, 01:04:15 pm
Yeah FotG has been using 2d radar icons for a while now.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: CP5670 on February 20, 2010, 04:24:07 pm
It looks like that obscure physics glitch that caused the PI cutscene to screw up was fixed at some point. :yes: I didn't think that would be fixable. The only obvious issue I saw in a quick test run was this briefing glitch (http://scp.indiegames.us/mantis/view.php?id=1960).

Are the Inferno builds compatible with pilots from normal builds? I have never used them in the past, but I couldn't see my usual pilots in this build and had to make a new one.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Zacam on February 20, 2010, 04:46:54 pm
The reported issue Mantis 2133: "Monitoring" not showing on HUD Escort (http://scp.indiegames.us/mantis/view.php?id=2133) has a fix in Trunk.

Edited main post as well to provide link for new TrackIR DLL needed for TrackIR functionality.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: chief1983 on February 20, 2010, 08:21:52 pm
I thought you could auto-upgrade a pilot to Inferno, but you might need to copy the pilot file to the Inferno pilots folder for that to work.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Galemp on February 22, 2010, 01:28:28 am
Yeah FotG has been using 2d radar icons for a while now.

Really? They were included in the 3.6.9 Wanderer branch that wasn't merged into 3.6.10. When were they included? Are they in this build?
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: chief1983 on February 22, 2010, 01:31:39 am
Uhm, the radar icons were separate from what's still in the branch.  They're definitely in trunk right now.  Check your commit log, r5270.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Ariel on February 22, 2010, 06:43:21 am
hey guys i reallly love this new build , is it had been tested with more campaigns aside from blue planet?
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: chief1983 on February 22, 2010, 07:13:33 am
Lots of devs have been using this code base as it progressed to this point.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Wanderer on February 22, 2010, 07:58:36 am
Yeah FotG has been using 2d radar icons for a while now.

Really? They were included in the 3.6.9 Wanderer branch that wasn't merged into 3.6.10. When were they included? Are they in this build?
Most of the Wanderer branch was merged into the trunk. Only the shield system (non-fully recharging shields, non even shields, 1/2/4 segment shields) were left out. And then work on making the objecttypes.tbl actually viable but that is really in wanderer branch (only locally).
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Grizzly on February 23, 2010, 09:49:24 am
You may want to include a link to the launcher in your post, for those who do not have one already.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: chief1983 on February 23, 2010, 10:06:57 am
Done, tweak it if you want Zacam.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Galemp on February 24, 2010, 12:34:12 am
Most of the Wanderer branch was merged into the trunk. Only the shield system (non-fully recharging shields, non even shields, 1/2/4 segment shields) were left out. And then work on making the objecttypes.tbl actually viable but that is really in wanderer branch (only locally).

Great. I'll petition the FSU to plop these in the 3.6.12 Media VPs then.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: metacollin on February 25, 2010, 05:38:19 am
The track IR code crashes under OS X.  I put the DLL in the root folder, no dice.  Is there some way to disable it? Thanks!
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Darklord42 on February 25, 2010, 07:12:10 am
.dll files are a windows library.  Sounds like you need an equivalent .framework file
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: chief1983 on February 25, 2010, 09:24:48 am
Which, I don't believe there is, as TrackIR is a Windows only feature, at least currently.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Swifty on February 25, 2010, 02:35:07 pm
The Linux and Mac binaries don't even look for the library. I highly doubt TrackIR is what's crashing the game.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Nuke on February 26, 2010, 01:18:00 am
i found a minor bug in the updateTrackIR lua function. it would not return false if the trackir was unavailable, probibly has something to do with the dll changeover. so i updated the function for lua.cpp (somwhere around line 8600). id post a diff but my lua.cpp is full of new functions that i havent tested yet.

Code: [Select]
//trackir funcs
ADE_FUNC(updateTrackIR, l_Mouse, NULL, "Updates Tracking Data. Call before using get functions", "boolean", "Checks if trackir is available and updates variables, returns true if successful, otherwise false")
{
if( !gTirDll_TrackIR.Enabled( ) )
return ADE_RETURN_FALSE;

if (gTirDll_TrackIR.Query( ) == 0)
return ADE_RETURN_FALSE;

return ade_set_args(L, "b", true);
}

Which, I don't believe there is, as TrackIR is a Windows only feature, at least currently.

i think we should support the freetrack interface as well as the naturral point interface, as i think there were plans for a linux version of freetrack
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: chief1983 on February 26, 2010, 09:33:51 am
If you can even help us figure out what needs to be done for that, I'll keep it in mind but the relations between those two products just keep confusing the hell out of me for some reason.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Spoon on February 26, 2010, 12:07:21 pm
RC1 (SSE2, inferno) seems unstable to me, I've gotten quite a few crashes to desktop with my mod. It is inconsistent at best and almost appears to happen at random. However I have done almost as much testing playing with nightly r5862 (also SSE2, inferno) on the same mission and have yet to get a crash with that build.
I realize this is a far too vague report to be useful and I wish I could provide more info then 'it crashes, you must update!'
I'll try test playing with debug and hope I can catch the error red handed.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Nuke on February 26, 2010, 12:59:36 pm
If you can even help us figure out what needs to be done for that, I'll keep it in mind but the relations between those two products just keep confusing the hell out of me for some reason.

natural point are essentially a bunch of dicks who think that they invented motion capture and should get all the money. they dont want people to realize that their product is just a high speed infrared camera. free track came along and said you can get the same kinda motion capture if you stick a generic infrared filter over your camera and used leds for markers. the trackir is a nice piece of hardware, but the api is so closed that its just doomed to failure. freetrack does the same things and even gives you more features than naturalpoint's software, and for awhile even supported trackir cameras, natural point objected and demanded that freetrack remove support from their codebase. but hey, it still supports wiimotes.

i heard rumors that you could run freetrack in wine but then im not sure how the interface would work. windows version works through a dll just like the current implementation. doesnt take much to compile it. that probibly doesnt do anything for linux. the devs did want to come out with a linux version after 2.2 (which is out already). might be why their forum is so dead. the code is available but its written in delphi i think.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: FreeSpaceFreak on February 27, 2010, 01:55:45 am
Debug (INF, SSE2) crashes to desktop without any warning (not in the log either) if your mainhall.tbl is no good. I tried a table with no "door" entries (+Num door anims: 0 , erased the entries) and it took me quite a while to figure out that that was the cause.

EDIT: Also, I find it kind of inconvenient that I now get assertion messages (after clicking "Cancel" in a normal error message) that are higher than my screen, so I can't see the bottom part with the buttons and stuff.

EDIT2: What does a "bogus shield mesh" mean? It says the AeFighter from ASW has that, but I can't see anything wrong with it.
Code: [Select]
ERROR: Ship AeFighter.pof has a bogus shield mesh.
Only 460 triangles, index 2147328000 found.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Renegade on February 27, 2010, 06:50:43 am
Crash here too..
I played Warzone and in Mission E3M1 : Contention of Power
Crash to Desktop any seconds after mission starts.

This occurs only with 3.6.12 RC1. With .10 Mission running fine.

Greetings Peter

[attachment deleted by admin]
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on February 27, 2010, 07:03:44 am
Code: [Select]
ASSERTION: "r1 > 0.0f" at lighting.cpp:298
Int3(): From g:\fso\fs2_rc1_export\code\globalincs\windebug.cpp at line 902

There seems to be something wrong with the lighting in the mission. If I have traced it correctly, it's a rare condition where an explosion is going off near a ship and the explosion is at 1% of its total lifetime.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Spoon on February 27, 2010, 03:22:06 pm
Code: [Select]
ASSERTION: "r1 > 0.0f" at lighting.cpp:298
Int3(): From g:\fso\fs2_rc1_export\code\globalincs\windebug.cpp at line 902

There seems to be something wrong with the lighting in the mission. If I have traced it correctly, it's a rare condition where an explosion is going off near a ship and the explosion is at 1% of its total lifetime.

This might very well what is happening with my crashes as well. Since there is pretty much always something exploding when I see crashes happening.
Again though, I'd have to catch it happening when running a debug to confirm.

Edit: I caught the crash and it may or may not be RC1's fault.
It's still kinda odd that it never occured on .11 but never mind it.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: chief1983 on March 02, 2010, 11:22:33 am
Well that doesn't like it's actually wrong with the lighting.  Now the question though, is what changed to cause/expose this crash?
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: hurleybird on March 03, 2010, 04:22:40 am
Didn't TrackIR used to have a full 6 degrees of freedom? Seems like a big downgrade.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Herra Tohtori on March 03, 2010, 05:31:31 am
The only thing that is lacking from FS2_Open's head tracking implementation is roll axis. Pitch, yaw and translations on X, Y and Z-axis are functional.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: hurleybird on March 03, 2010, 07:32:06 pm
seems to me like it only had pitch and yaw now.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Swifty on March 03, 2010, 08:05:43 pm
Based on what I currently see in the code, no one has removed X, Y, Z axes from the TrackIR controls. It's all in your head buddy. :p
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: hurleybird on March 04, 2010, 12:22:05 am
Based on what I currently see in the code, no one has removed X, Y, Z axes from the TrackIR controls. It's all in your head buddy. :p

If it's not removed something else might be messing them up...
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Herra Tohtori on March 04, 2010, 05:28:15 am
How about checking in TrackIR program that the translation axes are actually activated for FS2_Open?

Of course, that's assuming that TrackIR has profiles for different games, like FreeTrack does.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: chief1983 on March 04, 2010, 10:21:28 am
Ok there should now be enough nightlies to fill in the gaps between 5862 and the branch to 3.6.12 for RC1.  If you have had any issues show up between those points, please due some farther testing to help us narrow down where they've cropped up.  We haven't been able to identify any particular set of changes that should be causing any stability issues, so if you have any somewhat reproducable crashes in RC1 please try to create again in the nightlies, and as always debug logs will be helpful for any report.  We need to get the next RC out the door ASAP but I want to get these stuff cleaned up.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Goober5000 on March 05, 2010, 12:22:54 am
Can you hold off on the next RC until The E gets me the low-res interface art for the fiction viewer?
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on March 05, 2010, 12:36:45 am
Which should happen sometime this weekend.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Nuke on March 05, 2010, 01:56:26 pm
How about checking in TrackIR program that the translation axes are actually activated for FS2_Open?

Of course, that's assuming that TrackIR has profiles for different games, like FreeTrack does.

they all work from scripting, but that doesnt even touch the usual camera code.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: High Max on March 09, 2010, 03:50:27 am
;-)
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on March 09, 2010, 04:09:55 am
Could you be even more vague than that? The AI is one of the areas of the code with the most changes compared to 3.6.10, most of them for the better. It would be good if you gave a better description, maybe even include a test mission.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Fury on March 09, 2010, 04:11:51 am
The AI is acting strange with hostile fighters too.
You've gotten used to buggy behavior of 3.6.10.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Sushi on March 09, 2010, 08:49:57 am
Could you be even more vague than that? The AI is one of the areas of the code with the most changes compared to 3.6.10, most of them for the better. It would be good if you gave a better description, maybe even include a test mission.

Yeah, in general if you're going to complain about the AI, see what it does in Retail in the same situation. Then report what's different.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: High Max on March 09, 2010, 10:25:51 pm
;-)
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: FUBAR-BDHR on March 09, 2010, 10:30:17 pm
BP uses different AI settings then retail.  Now if you find a problem when playing with just retail or the MediaVPs then that would be a problem.  What you are seeing is most likely by design.   
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: metacollin on March 09, 2010, 11:33:06 pm
The RC1 mac build crashes without fail if I try to go into a mission.  I've attached the error log.

Here is an excerpt:

Thread 0 Crashed:  Dispatch queue: com.apple.main-thread
0   FS2_Open-Inferno                 0x00064d72 TrackIRDLL::~TrackIRDLL() + 34098
1   FS2_Open-Inferno                 0x0006546e TrackIRDLL::~TrackIRDLL() + 35886
2   FS2_Open-Inferno                 0x00065727 TrackIRDLL::~TrackIRDLL() + 36583
3   FS2_Open-Inferno                 0x00042df6 ade_obj<matrix_h>::ade_obj(char*, char*, ade_lib_handle*) + 111446
4   FS2_Open-Inferno                 0x00043346 ade_obj<matrix_h>::ade_obj(char*, char*, ade_lib_handle*) + 112806
5   FS2_Open-Inferno                 0x00043902 ade_obj<matrix_h>::ade_obj(char*, char*, ade_lib_handle*) + 114274
6   FS2_Open-Inferno                 0x0010473b std::vector<color, SCP_vm_allocator<color> >::_M_insert_aux(__gnu_cxx::__normal_iterator<color*, std::vector<color, SCP_vm_allocator<color> > >, color const&) + 19563
7   FS2_Open-Inferno                 0x0004085a ade_obj<matrix_h>::ade_obj(char*, char*, ade_lib_handle*) + 101818
8   FS2_Open-Inferno                 0x0004094e ade_obj<matrix_h>::ade_obj(char*, char*, ade_lib_handle*) + 102062
9   FS2_Open-Inferno                 0x00037512 ade_obj<matrix_h>::ade_obj(char*, char*, ade_lib_handle*) + 64114



[attachment deleted by admin]
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: FUBAR-BDHR on March 09, 2010, 11:38:28 pm
Seen this one before.  It's nothing to do with trackir.  You need to either install the post processing pack or disable post processing in the launcher. 

Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Nuke on March 10, 2010, 02:24:56 am
wouldn't it be helpful to have an error message for this kinda thing? something that says "you need to untick some flag or you need the post processing pack. might even cut down on the support issues related to it as well. something for rc2
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Fury on March 10, 2010, 02:39:07 am
Hery had already fixed this, so neither was required. Unfortunately Hery has all but left SCP and has not yet sent diffs for his patches/features he worked on.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Zacam on March 11, 2010, 12:44:36 am
Fortunately, Hery either got it to taylor, or taylor beat me to it (though I'm on limited time due to work). As of commit 6003, If you set -post_process, but don't have the shaders, you will get a warning and -post_process will be turned off, preventing crashes.

This has already been duplicated into the 3.6.12 Branch and will be in the next build.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: High Max on March 11, 2010, 01:07:28 am
;-)
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: chief1983 on March 11, 2010, 09:38:13 am
Probably.  But I'm busy every weekend this month so it'll be another during the week build thing.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Nemesis6 on March 11, 2010, 10:01:22 pm
Slight observation - This build removed the new beam effects.  :wtf:
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on March 12, 2010, 05:45:50 am
...what? It introduced the new beam effects in the first place! If you aren't seeing them, it's because the mod you're playing doesn't use them.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Fury on March 12, 2010, 05:55:38 am
Perhaps he is confused because build 5832 changed how the effects work. Tables made prior build 5832 do not work properly.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: FreeSpaceFreak on March 12, 2010, 01:32:54 pm
Q: If you disable postprocessing in the launcher, can you still have the SEXP-enabled effects?
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on March 12, 2010, 01:34:45 pm
No. Post processing only works if enabled in the Launcher.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Nemesis6 on March 12, 2010, 05:22:44 pm
...what? It introduced the new beam effects in the first place! If you aren't seeing them, it's because the mod you're playing doesn't use them.

Ah, forgot to remove the .tbms and whatnot, works fine now.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: CaptJosh on March 14, 2010, 08:26:48 pm
Running into a problem. Every 3.6.12 type build freezes up on me when I try to commit to a mission. I get the Windows "This program has stopped responding" dialog with the choices to either Close the program or check for a solution and close the program.

Win7 RTM 64-bit.
MSI branded Geforce 8600GT vid card with 256MB video memory.
SB Audigy 2ZS Platinum sound card.

Tested 3.6.10 release and it just worked. Though it was complaining about a registry entry being missing, probably because I can't install FS2 on windows, and simply have the retail files from a backup prior to installing Win7.

Thoughts?
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: General Battuta on March 14, 2010, 08:27:48 pm
Debug log, please.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: CaptJosh on March 14, 2010, 08:28:16 pm
What debug log? The app is freezing, not crashing.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on March 14, 2010, 08:29:25 pm
Whatever is happening, running a debug build and posting the log will probably tell us SOMETHING. We cannot even begin to guess at what's going wrong without that.

Quote from: The Support FAQ that you should have read, but didn't
Your fs2_open.log: (possibly the most important thing ever)
fs2_open.log is a file generated by debug builds. It contains all sorts of useful information that we need in order to help you. That is why you should follow the instructions below and provide us with that file when asking for help. Creating an fs2_open.log happens like this:
  • Download the recommended build (link is in the first post of this thread) if you haven't already and place the .exe files to your \freespace2\ folder.
  • Switch to windowed mode (open the Launcher, open the Features tab, select Dev Tools from the pulldown menu and tick on "Run in window").
  • Select the debug build (fs2_open_3_6_10d.exe) and run it. If you've been experiencing crashes, do exactly what you've done previously, up until it crashes.
    If you have had other issues, it is sufficient to run it until you get to the Main Hall. If the debug build crashes fatally even before getting to the Main Hall, no worries.
    Note that warnings and errors are not the same thing. Warnings are there to tell that something is a bit wrong, but not fatally wrong. You can skip warnings by clicking "No". Errors are more severe and if an error occurs, you really have to quit the game.
  • Quit the game.
  • Find the file called fs2_open.log from \freespace2\data\, copy it to a safe location and deliver it to us by using one of the following means:
    • include it to your post as an attachment (click Additional Options when posting)
    • include it to your post using the "code" tags
    • send it to pastebin (http://pastebin.org/) and provide us with the link to it

Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: General Battuta on March 14, 2010, 08:30:49 pm
What debug log? The app is freezing, not crashing.

Please read the Support FAQ and generate a debug log. Thanks!

I'm gonna guess this is a postprocessing issue.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: CaptJosh on March 14, 2010, 08:33:12 pm
Ok, all y'all are gonna LOVE this one. After I ran 3.6.10 release and it complained about a missing video card registry entry, but went on anyway, now it's not freezing... It's just going on. I'm guessing that bit about that registry entry was the issue.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: General Battuta on March 14, 2010, 08:34:19 pm
Cool, but could we get a 3.6.12 debug log, just to be sure?
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: CaptJosh on March 14, 2010, 08:43:32 pm
Well, I thought I remembered how to do it, by creating a file called debuglog.txt in the directory, but either it had no debug messages, or that wasn't right. BTW, the next time you point someone to a FAQ, link to it, please. I've never needed the support FAQ in the past, so it's not something I just know the location of.

EDIT: Ok, looks like it's actually related to the post processing feature. I turned it back on when I realized 3.6.10 had turned it off as an unknown flag, and it froze again. Turned it off and it ran clean. Still no debug info for you, though.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on March 14, 2010, 08:57:17 pm
Yeah, no. Since you have 1039+ posts here, I expect you to be able to find the Support board and look at the stickies there. Sorry.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: General Battuta on March 14, 2010, 09:24:10 pm
Don't mind The_E, he's just had to do this a million times.

Although he did post step-by-step instructions for you on how to generate a debug log. Just scroll up a few posts?

If postprocessing is crashing your game, you probably don't have the postprocessing shaders. Get them, put them in the appropriate locations.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: CaptJosh on March 14, 2010, 09:28:41 pm
Yeah, I remembered that a little while ago. I hate headaches. They make it so you can't think straight. I'm probably going to just delete my earlier posts, if it'll allow me to. Probably won't. I think you can only edit your own posts unless you're a mod. STupid headache. Earlier today, I even forgot I had backed up my FreeSpace2 folder before my last wipe and reload, and already restored it, so I was trying desperately to find a way to install FS2 retail so I could get the retail VPs again. Oh ow... *massages the base of his skull*
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on March 14, 2010, 09:29:53 pm
No, CaptJosh, DO NOT DELETE YOUR POSTS. Doing that just makes the thread look stupid.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: CaptJosh on March 14, 2010, 09:31:00 pm
So does your bad attitude. A simple "please don't do that because it confuses things" would have sufficed.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: General Battuta on March 14, 2010, 09:41:18 pm
Don't worry about it. Everyone just take a breath and relax.

CaptainJosh, the instructions you need for the debug log were posted a wee bit earlier.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: CaptJosh on March 14, 2010, 09:54:06 pm
Yeah. Not that they mattered. Also, the folks involved in the SCP would do well to remember that when the game freezes, it doesn't matter. The log files don't get written to. This has been mentioned in years past.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on March 14, 2010, 10:01:15 pm
And there, you are wrong. The log will always be written to, unless the executable isn't loaded at all. If it freezes during gameplay, the log will be written. If it freezes during startup, the log will be written.
Even if it fails to open a screen or window the log will be written.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: General Battuta on March 14, 2010, 10:02:36 pm
Yeah. Not that they mattered. Also, the folks involved in the SCP would do well to remember that when the game freezes, it doesn't matter. The log files don't get written to. This has been mentioned in years past.

You are wrong. The log will be written so long as the executable is loaded, and it is extremely useful.

Trust us, okay? We do this a lot.

If you get the postprocessing shader pack your freeze issue should go away.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: CaptJosh on March 14, 2010, 10:02:54 pm
Funny, the file stayed at 0 bytes for me when it happened.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on March 14, 2010, 10:07:31 pm
So....did you get the post processing shaders? Does it work now?

Because you said in your original post that the game froze when committing to a mission. I know FOR A FACT that the game WILL log everything that happens up to that point. If you are looking at it in your Explorer window, Windows may not update the file size until the file is closed, which will only happen once the program exits (normally or otherwise). So. Please post the log if it still freezes for you after installing he post processing shaders correctly.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: General Battuta on March 14, 2010, 10:09:33 pm
Funny, the file stayed at 0 bytes for me when it happened.

The fs2open_log file located in your FreeSpace2/data/ directory?

Seriously doubt that.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: CaptJosh on March 14, 2010, 10:57:42 pm
The E, are you specifically trying to make my headache worse by being rude about this?

General Battuta: Ok, now I KNOW I've let myself get WAY to far out of the loop. The last time I dealt with that log file, it was just in the main directory, not in the data folder.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on March 14, 2010, 11:08:13 pm
Okay, now you're borderline trolling. If you think that me pointing out errors in your statements clearly and in no uncertain terms is rude, then all I can say to you is: tough. I will not waste time by trying to sugarcoat things like that. I neither have the patience nor the inclination to even try to be nice about this.

Bottom Line: If you feel free to not do the research before making a post (in this case, not reading the 3.6.12 RC1 release post, which included a link for the pp shaders, and then not reading the FSO support FAQ, which is rather easy to find), and then proceed to not follow the advice given to you, I will feel free to become increasingly abrupt in dealing with you. As it says in the personal text underneath my name, "Nothing personal, just tech support".

I also note that you have so far failed to post the log we asked you for.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: General Battuta on March 14, 2010, 11:33:01 pm
The_E is very grumpy because he has had to do this so many times. Nothing personal.

Let's all just cool down (that goes for you too, CaptJosh, please just let it go with your next response.)

We should get a split here, please?
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: CaptJosh on March 14, 2010, 11:45:47 pm
Actually, I did read it. But I've never been very good at keeping the details together in my mind when I've got a headache. Particularly not an all day headache. Which, not so long ago, after I thought it was easing, flared back up in such a way that it felt like I imagine a kick to the back of the head would feel. So I've been kind of grumpy myself.

As for being accused of trolling, not only am a not a troll, the phrasing of the accusation could be considered an attempt to provoke a heated response in an attempt to find an excuse for a ban. I am normally one of the nicest and most helpful members here. (When I'm here regularly, anyway.) I never asked for sugar coating. What I do ask for is a modicum of civility. And before you start a "how dare you" post, The E, I must apologize on that front myself. I wasn't particularly civil to you earlier. I was in pain and lashed out at you because, in my pain, I perceived at least an excuse to do so, and I'm sorry.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on March 15, 2010, 12:11:04 am
Okay, if you say so. Let's chalk it up to general grumpiness and move on.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: mjn.mixael on March 18, 2010, 12:37:12 pm
E... between this and helping me on my cutscene topic, I'm beginning to understand your signature a little more!

Yeah, I learned my lesson about twice (or more). The log WILL be written. I have no doubts.

If you don't see it in Freespace/data check for "compatibility files" on the top (if you are on Windows Vista or 7). That was my mistake the first time. The second time it wrote it to the regular folder (thus confusing me...)

Anyway... :warp:
Title: Order
Post by: Evergreen on March 22, 2010, 07:06:15 am
Thanks for this RC!
I'd like to express my gratitude towards whoever took the time and brought some more order into the SEXP-list in FRED.
This makes makes the Events-editor a lot more accessible.  :yes:
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Evergreen on March 25, 2010, 04:32:47 pm
By the way, did anyone else notice the white-damage-polygon-bug reappear in this release?
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on March 25, 2010, 04:34:44 pm
Have you updated your shaders to use the ones linked to in the release post? Are your mediavps up to date? Can you provide a debug log?
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Qent on March 25, 2010, 04:36:25 pm
By the way, did anyone else notice the white-damage-polygon-bug reappear in this release?
Yes (http://www.hard-light.net/forums/index.php?topic=68340.0), upgrading drivers fixed it for me.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Evergreen on March 25, 2010, 07:25:50 pm
It was a driver issue indeed, Quent. Catalyst Drivers 10.3 fixed it for me, too. Thanks.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: tcolli17 on March 30, 2010, 01:38:20 pm
Hello all. I need some assistance with this release. Anytime I use this build, on any mod, the background is blurry. Ships and debris are fine, it is just the background (planets and stars) that is out of focus. I have always used the regular 3.6.10 build that came with the  Turrey (sp?) installer, and it has worked fine for all of the mods that I have played so far (30+). The reason I wanted to switch over to the .12 INF build is to play the director's cut of Blueplanet. If someone can tell me how to fix this, I would greatly appreciate it.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on March 30, 2010, 01:40:37 pm
Can you make screenshots that illustrate the issue? And provide a debug log?

Also, note that the minimal build required for BP:AoA DC is 3.6.10 Inferno, so you could use that one instead of the .12 build.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: tcolli17 on March 30, 2010, 02:34:01 pm
Can you make screenshots that illustrate the issue? And provide a debug log?

Also, note that the minimal build required for BP:AoA DC is 3.6.10 Inferno, so you could use that one instead of the .12 build.
Well, here is the debug. It wouldn't even get into the mission so I could take a screen shot. Will do that in a regular build in a sec. BTW how do i post a screen shot on here? And where do I find the screenshots. I hit Print Screen button, and then Shift + Print screen and I can't find a screenshot in the freespace folder.

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: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -targetinfo
  -ship_choice_3d
  -weapon_choice_3d
  -snd_preload
  -mod Blueplanet,mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace2\Blueplanet\bp-audio1.vp' with a checksum of 0xcc452f9d
Found root pack 'C:\Games\FreeSpace2\Blueplanet\bp-audio2.vp' with a checksum of 0x060bee91
Found root pack 'C:\Games\FreeSpace2\Blueplanet\bp-core.vp' with a checksum of 0x5eebfd21
Found root pack 'C:\Games\FreeSpace2\Blueplanet\bp-visuals1.vp' with a checksum of 0x30ee5a34
Found root pack 'C:\Games\FreeSpace2\Blueplanet\bp-visuals2.vp' with a checksum of 0x39f81ddc
Found root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\Blueplanet\' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\Blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Games\FreeSpace2\Blueplanet\bp-audio2.vp' ... 685 files
Searching root pack 'C:\Games\FreeSpace2\Blueplanet\bp-core.vp' ... 46 files
Searching root pack 'C:\Games\FreeSpace2\Blueplanet\bp-visuals1.vp' ... 373 files
Searching root pack 'C:\Games\FreeSpace2\Blueplanet\bp-visuals2.vp' ... 1440 files
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 8 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'C:\Games\FreeSpace2\' ... 8 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 23 roots and 15679 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
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 3200 Graphics
  OpenGL Version    : 2.1.8395 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".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".


Initializing Shaders Manager...
Loading and compiling main shaders...
  Compiling main shader ->  main-v.sdr (null-v.sdr) / main-f.sdr (null-f.sdr) ...
  Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (b-f.sdr) ...
  Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (bg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lb-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbgs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbgse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lbgsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lbsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfb-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbgs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbgse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbgsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (null-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lgs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (ls-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lgse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (ln-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lgsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lsne-f.sdr) ...
Shaders Manager initialized.

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
TBM  =>  Starting parse of 'bp-exp-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'bp-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.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_adveffects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp_merc.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (shockwave02.eff) with 29 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'bp-wep.tbm' ...
BMPMAN: Found EFF (Shockwave01.eff) with 94 frames at 60 fps.
TBM  =>  Starting parse of 'bp-aip.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'bp-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'bp-str.tbm' ...
loading animated cursor "cursor"
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 502
TrackIR Init Failed - 1
Movie Error:  Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer1.pcx'
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
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 ==================
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
TBM  =>  Starting parse of 'bp-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 300
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 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: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'bp-01-2.fs2'
Hmmm... Extension passed to mission_load...
Using callsign: Bei
Using callsign: Corey
Using callsign: Taylor
Starting mission message count : 242
Ending mission message count : 284
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighterCW-02t.pof'
IBX: Found a good IBX/TSB to read for 'fighterCW-02t.pof'.
IBX-DEBUG => POF checksum: 0x19fccfce, IBX checksum: 0x5843737d -- "fighterCW-02t.pof"
Loading model 'navbuoy.pof'
IBX: Found a good IBX/TSB to read for 'navbuoy.pof'.
IBX-DEBUG => POF checksum: 0x7c9f8f53, IBX checksum: 0x10cd349c -- "navbuoy.pof"
Allocating space for at least 0 new ship subsystems ...  a total of 200 is now available (0 in-use).
Loading model 'escapepod01.pof'
IBX: Found a good IBX/TSB to read for 'escapepod01.pof'.
IBX-DEBUG => POF checksum: 0x4a31f88c, IBX checksum: 0xfaf426da -- "escapepod01.pof"
Loading model 'transport01.pof'
IBX: Found a good IBX/TSB to read for 'transport01.pof'.
IBX-DEBUG => POF checksum: 0xe911fa84, IBX checksum: 0x469fdbf2 -- "transport01.pof"
Loading model 'fighter11.pof'
IBX: Found a good IBX/TSB to read for 'fighter11.pof'.
IBX-DEBUG => POF checksum: 0x4809458e, IBX checksum: 0xe92e2c8b -- "fighter11.pof"
BMPMAN: Found EFF (fighter11-01-glow.eff) with 37 frames at 25 fps.
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (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 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'crackedEarth.pof'
IBX: Found a good IBX/TSB to read for 'crackedEarth.pof'.
IBX-DEBUG => POF checksum: 0x3afe26a6, IBX checksum: 0x1dde0907 -- "crackedEarth.pof"
Model crackedEarth.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'Tdebris01.pof'
IBX: Found a good IBX/TSB to read for 'Tdebris01.pof'.
IBX-DEBUG => POF checksum: 0xdde292c1, IBX checksum: 0x2be89359 -- "Tdebris01.pof"
Loading model 'Tdebris02.pof'
IBX: Found a good IBX/TSB to read for 'Tdebris02.pof'.
IBX-DEBUG => POF checksum: 0xeafbe044, IBX checksum: 0x1fd9ac7b -- "Tdebris02.pof"
Loading model 'Tdebris03.pof'
IBX: Found a good IBX/TSB to read for 'Tdebris03.pof'.
IBX-DEBUG => POF checksum: 0xdbd91966, IBX checksum: 0xb0a82153 -- "Tdebris03.pof"
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xd4a3527c -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x0abd41b4, IBX checksum: 0x3aadce53 -- "support2v-01.pof"
About to page in ships!
ANI shield-f11 with size 112x93 (27.3% wasted)
ANI shieldAurora with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
ANI Lamprey_Particle with size 92x86 (32.8% wasted)
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0xd02a81ee, IBX checksum: 0xf6422721 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
No subsystems found for model "crossbow.pof".
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0xc0f267c6 -- "stilettoII.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX/TSB to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xaef706c7, IBX checksum: 0x9b2555c2 -- "infyrno.pof"
Loading model 'belial.pof'
IBX: Found a good IBX/TSB to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0xb8ba8933, IBX checksum: 0x70b7a630 -- "belial.pof"
Loading model 'helios.pof'
IBX: Found a good IBX/TSB to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0xc75db1da, IBX checksum: 0xd9214c8a -- "helios.pof"
Loading model 'EMPulse2.pof'
IBX: Found a good IBX/TSB to read for 'EMPulse2.pof'.
IBX-DEBUG => POF checksum: 0x5269eb44, IBX checksum: 0xb7bd5b3a -- "EMPulse2.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x39d1d2bf, IBX checksum: 0x23737dab -- "cmeasure01.pof"
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX/TSB to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0xa2927569, IBX checksum: 0xcd80e6f0 -- "S_Rockeye.pof"
BMPMAN: Found EFF (smissile1-glow.eff) with 20 frames at 20 fps.
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX/TSB to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0xfbbc719d, IBX checksum: 0xdad1917b -- "S_Harpoon.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x84f2378d, IBX checksum: 0x1203869f -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI Lamprey_Impact.ani with size 80x80 (37.5% wasted)
Bitmap is to small at 0x0.
Int3(): From g:\fso\fs2_rc1_export\code\graphics\gropengltexture.cpp at line 1069
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on March 30, 2010, 02:44:25 pm
Screenshots can be posted either as attachments or (and this is the preferred way) via the [IMG] or [lvlshot] tags.

As for the error, I shall investigate, but it may take some time.

My working theory at this point is that there's some form of data corruption; but if so, it's hidden somewhere.

Can you generate md5 checksums for all the vps loaded here?
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: General Battuta on March 30, 2010, 02:44:58 pm
You'll need to paste the screenshot into MS Paint or something; it's stored on the clipboard. Then upload to imageshack or something and link.

As for the error, we're working on it...it's nothing I've ever seen before. You seem to have a pretty good install.

Just as a hunch, disable sound preload? I don't know what it does.

If that doesn't work, try re-downloading the visual VPs...the easiest answer is that something's corrupted.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Angelus on March 30, 2010, 02:46:09 pm
Can you make screenshots that illustrate the issue? And provide a debug log?

Also, note that the minimal build required for BP:AoA DC is 3.6.10 Inferno, so you could use that one instead of the .12 build.
Well, here is the debug. It wouldn't even get into the mission so I could take a screen shot. Will do that in a regular build in a sec. BTW how do i post a screen shot on here? And where do I find the screenshots. I hit Print Screen button, and then Shift + Print screen and I can't find a screenshot in the freespace folder.

*snip*


It should be in the Screenshots folder in your Freespace folder, and use only Printscreen.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: General Battuta on March 30, 2010, 02:46:48 pm
Oh, yeah, or that.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: tcolli17 on March 30, 2010, 03:07:22 pm
Screenshots can be posted either as attachments or (and this is the preferred way) via the [IMG] or [lvlshot] tags.

As for the error, I shall investigate, but it may take some time.

My working theory at this point is that there's some form of data corruption; but if so, it's hidden somewhere.

Can you generate md5 checksums for all the vps loaded here?

How do i generate these checksums? Sorry for being a noob. And where do I get new Visual VP's. I'm guessing MediaVPs thread, but don't want to download wrong thing.

General, took off the preload sound and it did nothing.

Will have a screenshot up shortly. Had to hit fn (function) button to take screenshot because of laptop.

Also downloaded .10 INF and had the same problem.

Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: General Battuta on March 30, 2010, 03:13:26 pm
I meant new copies of the Blue Planet visual VPs, actually.

For the screenshot, try hitting print screen, then going into MS Paint and pressing ctrl-V.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on March 30, 2010, 03:15:51 pm
As for file hashes, I recommend HashTab (http://beeblebrox.org/), which adds another tab to Windows' file properties window.

Regarding the screenshots, are you on a Laptop by any chance? is there some sort of key combo you have to press to make it work?
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Angelus on March 30, 2010, 03:16:34 pm
Screenshots can be posted either as attachments or (and this is the preferred way) via the [IMG] or [lvlshot] tags.

As for the error, I shall investigate, but it may take some time.

My working theory at this point is that there's some form of data corruption; but if so, it's hidden somewhere.

Can you generate md5 checksums for all the vps loaded here?



How do i generate these checksums? Sorry for being a noob. And where do I get new Visual VP's. I'm guessing MediaVPs thread, but don't want to download wrong thing.

General, took off the preload sound and it did nothing.

Don't have a screenshots folder? Need to know where to put a new folder and if that will even work. Tried to make a screenshots folder in main freespace directory and nothing happened when i hit Print Screen button (which is also home button- increases shield, don't know if that is a problem).

Also downloaded .10 INF and had the same problem.

Hm, that's odd, the game should create the screenshot folder when you hit printscreen ingame for the first time. Bind the increase shield to another key and then try again.

Just out of curiosity, appears this graphic glitch in FSo ( the standard campaign ) or only when playing Blue Planet Directors cut?


Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Jeff Vader on March 30, 2010, 03:18:01 pm
How do i generate these checksums? Sorry for being a noob. And where do I get new Visual VP's. I'm guessing MediaVPs thread, but don't want to download wrong thing.
I recently stumbled upon MX MD5 Calculator (http://download.cnet.com/MX-MD5-Calculator/3000-2381_4-10731382.html). Haven't had time to test it yet, but I suppose it might work. Or try HashTab, as The E suggested.

General, took off the preload sound and it did nothing.
If anything, it's a good flag. I've always had it on.

Had to hit fn (function) button to take screenshot because of laptop.
Yeah, fn tends to confuse me from time to time, too.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: tcolli17 on March 30, 2010, 03:23:12 pm
Screenshots can be posted either as attachments or (and this is the preferred way) via the [IMG] or [lvlshot] tags.

As for the error, I shall investigate, but it may take some time.

My working theory at this point is that there's some form of data corruption; but if so, it's hidden somewhere.

Can you generate md5 checksums for all the vps loaded here?
Got the screenshots, do have a laptop and have to press fn key instead of me trying to hit shift and print screen.
First one is of the Blue Planet main page, second one is in game.
(http://img521.imageshack.us/img521/194/screen0000g.th.png) (http://img521.imageshack.us/i/screen0000g.png/)
(http://img641.imageshack.us/img641/9629/screen0002.th.png) (http://img641.imageshack.us/i/screen0002.png/)




How do i generate these checksums? Sorry for being a noob. And where do I get new Visual VP's. I'm guessing MediaVPs thread, but don't want to download wrong thing.

General, took off the preload sound and it did nothing.

Don't have a screenshots folder? Need to know where to put a new folder and if that will even work. Tried to make a screenshots folder in main freespace directory and nothing happened when i hit Print Screen button (which is also home button- increases shield, don't know if that is a problem).

Also downloaded .10 INF and had the same problem.

This happens on all mods using INF build.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on March 30, 2010, 03:27:25 pm
I think I can see what's going on here. Please go to the options menu (just press F2), navigate to the details tab, and set the "3D Hardware textures" setting to maximum.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: tcolli17 on March 30, 2010, 03:32:55 pm
here is a better screenshot from the main freespace 2 campaign.
(http://img532.imageshack.us/img532/97/screen0003.th.png) (http://img532.imageshack.us/i/screen0003.png/)
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: General Battuta on March 30, 2010, 03:33:58 pm
A-ha, good call. Crossing my fingers that this solves his problem.

tcolli17: try The_E's solution, report back ASAP.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on March 30, 2010, 03:34:24 pm
Yep, please check your ingame detail settings, and if you have enabled it, disable the -mipmap commandline option.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: tcolli17 on March 30, 2010, 03:36:06 pm
I think I can see what's going on here. Please go to the options menu (just press F2), navigate to the details tab, and set the "3D Hardware textures" setting to maximum.
That did it. Many thanks. I've never even been in the details section.
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: General Battuta on March 30, 2010, 03:39:28 pm
/me high-fives The_E

hlp support ninjas successssssss
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: JIM on June 15, 2010, 03:08:10 pm
what is Release Candidate ???  :confused:
Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: Nx on June 15, 2010, 03:15:45 pm
what is Release Candidate ???  :confused:

Wikipedia to the rescue: (http://en.wikipedia.org/wiki/Release_candidate#Release_candidate)

The term release candidate (RC) refers to a version with potential to be a final product, ready to release unless fatal bugs emerge. In this stage of product stabilization, all product features have been designed, coded and tested through one or more beta cycles with no known showstopper-class bug.

Title: Re: RELEASE: 3.6.12 Release Candidate 1 (RC1)
Post by: The E on June 15, 2010, 03:18:30 pm

Also, thread locked due to old age and irrelevance.