Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: chief1983 on December 14, 2011, 04:02:17 pm

Title: Release 3.6.14 Release Candidate 2
Post by: chief1983 on December 14, 2011, 04:02:17 pm
RC3 here. (http://www.hard-light.net/forums/index.php?topic=79664.0) Go there.
(http://scp.indiegames.us/img/irrelephant.jpg)

Thanks to bug reporting during the RC1 release, we're ready to release 3.6.14 RC2!
Previous 3.6.14 RC1 Release Thread (http://www.hard-light.net/forums/index.php?topic=78886.0)

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 5.5g (http://swc.fs2downloads.com/files/Launcher55g.zip) (Mirror (http://www.mediafire.com/?wdvzn7hhhzh418m))
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 by hand (http://www.hard-light.net/wiki/index.php/Fs2_open_on_Linux/Graphics_Settings) or whatever you can figure out.
All platforms:  wxLauncher (http://www.hard-light.net/forums/index.php?topic=67950.0) (ongoing project for a unified launcher)

Known issues:


Shaders
In order to leverage changes in the shader code since 3.6.12, these are to be used to over-ride the MediaVPs shaders or in use for any mods.
Includes the Animated/Cloakmap shaders as well as optimized pixel lighting fragment shaders.

Main_Shaders-3.6.14.zip (http://swc.fs2downloads.com/builds/Main_Shaders-3.6.14.zip)
MD5: 4DC66A4114B6075B686797D381606144

WINDOWS Builds

Inferno Builds
If you don't know which one to get, get the third one (no SSE).  If you don't know what SSE means, read this: http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions
You can use freely available tools like CPU-Z (http://www.cpuid.com/softwares/cpu-z.html) to check which SSE capabilities your CPU has.

fs2_open_3_6_14_RC2.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_14_RC2.zip)
This one is based on the SSE2 Optimizations from the MSVC Compiler.
MD5: 3716b97bdf9140da3ce2841645a66c23

fs2_open_3_6_14_SSE_RC2.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_14_SSE_RC2.zip)
MD5: c21b6a045792e1e8ba8507a7ee260797

fs2_open_3_6_14_NO-SSE_RC2.zip (http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_14_NO-SSE_RC2.zip)
MD5: 7c15a301e09dd5f1342ed7dd425df67a

What are those SSE and SSE2 builds I keep seeing everywhere?
Your answer is in this topic. (http://www.hard-light.net/forums/index.php?topic=65628.0)


OS X Builds

Inferno Build
FS2_Open-3.6.14_RC2.dmg (http://swc.fs2downloads.com/builds/OSX/FS2_Open-3.6.14_RC2.dmg)
MD5: f7590083302986718e7a12f5462791f3


LINUX Builds

Inferno Build
fs2_open_3.6.14_RC2.tar.bz2 (http://swc.fs2downloads.com/builds/LINUX/fs2_open_3.6.14_RC2.tar.bz2)
MD5: 45e1988ad488afee6f103a847b8384d4

Source Code Export
fs2_open_3_6_14_RC2_src.tgz (http://swc.fs2downloads.com/builds/fs2_open_3_6_14_RC2_src.tgz)
MD5: 3a070e501a81f4dfa1999aa09b7c3a5f


Changelog since the last RC:
( Additionally, see here: 3.6.13 Changelog (since 3.6.12) (http://www.hard-light.net/forums/index.php?topic=69362.0) )
Code: [Select]
------------------------------------------------------------------------
r7903 | Zacam | 2011-10-12 14:49:12 -0500 (Wed, 12 Oct 2011) | 1 line

RC1 BUILD STAGE: Take 2. Corrects modelinterp issue by replacing the "SCP_" vectors with "std::" vectors. Corrects 2008 Speech compilation. Increases internal Revision to 7903.
------------------------------------------------------------------------
r7940 | chief1983 | 2011-11-02 16:04:30 -0500 (Wed, 02 Nov 2011) | 1 line

Backport of Trunk r7939: From niffiwan: Fix our linking order to work with --as-needed
------------------------------------------------------------------------
r7948 | niffiwan | 2011-11-05 05:03:38 -0500 (Sat, 05 Nov 2011) | 1 line

Linux: include version in output binary names
------------------------------------------------------------------------
r7998 | The_E | 2011-11-16 12:13:25 -0600 (Wed, 16 Nov 2011) | 1 line

Backport of trunk 7995: Fix for Mantis 2543
------------------------------------------------------------------------
r7999 | The_E | 2011-11-16 12:14:21 -0600 (Wed, 16 Nov 2011) | 1 line

Backport of Trunk 7996: Fix for Mantis 2544
------------------------------------------------------------------------
r8000 | The_E | 2011-11-16 12:15:22 -0600 (Wed, 16 Nov 2011) | 1 line

Backport of trunk 7997: Extended patch for Mantis 2391
------------------------------------------------------------------------
r8018 | Zacam | 2011-11-19 15:47:07 -0600 (Sat, 19 Nov 2011) | 2 lines

Backport: Trunk 7847; From Eli2: Patch for Mantis 2489: adjust-audio-volume doesn't affect subspace

------------------------------------------------------------------------
r8019 | Zacam | 2011-11-19 15:48:31 -0600 (Sat, 19 Nov 2011) | 2 lines

Backport: Trunk 7879; Adds Success/Average/Fail music selections to the Debriefing Editor.

------------------------------------------------------------------------
r8020 | Zacam | 2011-11-19 15:50:16 -0600 (Sat, 19 Nov 2011) | 1 line

Backport: Trunk 7882; found by Valathil; in "int obj_in_view_cone( object * objp )", codes=g3_rotate_vector(&tmp,&pt); works out better than running the check, then discarding it since g3_code_vector calls to run g3_rotate_vector anyway.
------------------------------------------------------------------------
r8021 | Zacam | 2011-11-19 15:51:32 -0600 (Sat, 19 Nov 2011) | 1 line

Backport: Trunk 7884; Testing Assert() to track down a series of bugs reported by QuantumDelta
------------------------------------------------------------------------
r8022 | Zacam | 2011-11-19 15:52:25 -0600 (Sat, 19 Nov 2011) | 1 line

Backport: Trunk 7885; From Eli2: fix for mantis 2517: loop sounds are always at 100% volume locked and afterburner fade out sound not work
------------------------------------------------------------------------
r8023 | Zacam | 2011-11-19 15:53:14 -0600 (Sat, 19 Nov 2011) | 1 line

Backport: Trunk 7887; Change the log message here to better explain what's happening.
------------------------------------------------------------------------
r8024 | Zacam | 2011-11-19 15:54:09 -0600 (Sat, 19 Nov 2011) | 1 line

Backport: Trunk 7889; From m\!m: access to the Viewer_mode as I need to know if the view is currently in the cockpit or not
------------------------------------------------------------------------
r8025 | Zacam | 2011-11-19 15:55:38 -0600 (Sat, 19 Nov 2011) | 1 line

Backport: Trunk 7890; Remove unneeded warnings
------------------------------------------------------------------------
r8026 | Zacam | 2011-11-19 15:56:44 -0600 (Sat, 19 Nov 2011) | 1 line

Backport: Trunk 7902; Wrong EOL type on these two.
------------------------------------------------------------------------
r8029 | Zacam | 2011-11-22 12:56:21 -0600 (Tue, 22 Nov 2011) | 1 line

Backport: Trunk 7918; From ni1s: -Wreorder warnings clean up for GCC output.
------------------------------------------------------------------------
r8030 | Zacam | 2011-11-22 12:58:36 -0600 (Tue, 22 Nov 2011) | 1 line

Backport: Trunk 7957; Linux: remove -g (debug symbols) flag from release builds & switch optimisations from -Os -to -O2
------------------------------------------------------------------------
r8031 | Zacam | 2011-11-22 13:03:23 -0600 (Tue, 22 Nov 2011) | 1 line

Backport: Trunk 7985; fix compilation on MSVC 6
------------------------------------------------------------------------
r8032 | Zacam | 2011-11-22 15:28:46 -0600 (Tue, 22 Nov 2011) | 1 line

Backport: Trunk 7962, 7963, 7974, 7976; Fix for Mantis 2533 from Eli2: Integer overflow in mission-time-msecs (with fixes from The E and inclusion of stdint.h and inttypes.h)
------------------------------------------------------------------------
r8033 | Zacam | 2011-11-22 15:32:14 -0600 (Tue, 22 Nov 2011) | 1 line

Backport: Trunk 7920; Fix Mantis 2525: Valgrind: Conditional jump or move depends on uninitialized value(s) - parse_ship_values()
------------------------------------------------------------------------
r8034 | Zacam | 2011-11-22 15:33:10 -0600 (Tue, 22 Nov 2011) | 1 line

Backport: Trunk 7921; Fix Mantis 2526: Valgrind: Conditional jump or move depends on uninitialized value(s) - init_anim_instance()
------------------------------------------------------------------------
r8035 | Zacam | 2011-11-22 15:34:03 -0600 (Tue, 22 Nov 2011) | 1 line

Backport: Trunk 7966; Fix Mantis 2539: Valgrind: Memory leak - parse_ship_values(ship_info*, bool, bool, bool)
------------------------------------------------------------------------
r8036 | Zacam | 2011-11-22 15:35:17 -0600 (Tue, 22 Nov 2011) | 1 line

Backport: Trunk 7967; Mantis 2537: Help track down a memory leak problem
------------------------------------------------------------------------
r8037 | Zacam | 2011-11-22 15:36:15 -0600 (Tue, 22 Nov 2011) | 1 line

Backport: Trunk 7971; Fix Mantis 2343: Assert on arriving from destroyed ship
------------------------------------------------------------------------
r8038 | Zacam | 2011-11-22 17:55:02 -0600 (Tue, 22 Nov 2011) | 1 line

Backport: Trunk 7907/7908; Geometry and Distortion map batcher adjustments.
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r8042 | Zacam | 2011-11-22 21:39:48 -0600 (Tue, 22 Nov 2011) | 1 line

Backport: Trunk 8040; LOL and DERP, whoever coded this didn't even read his own comment
------------------------------------------------------------------------
r8046 | Zacam | 2011-11-22 23:13:22 -0600 (Tue, 22 Nov 2011) | 1 line

Fix to Backport of 7971: when adding more lines to an if, braces are your friend.
------------------------------------------------------------------------
r8060 | Zacam | 2011-12-03 08:44:29 -0600 (Sat, 03 Dec 2011) | 1 line

Backport: Trunk 8052/8053; From CommanderDJ: Nebula distance check for set-object-position's regeneration of local nebula. Since "neb2_eye_changed()" contains "Neb2_regen" why not use it instead?
------------------------------------------------------------------------
r8061 | Zacam | 2011-12-03 08:45:14 -0600 (Sat, 03 Dec 2011) | 1 line

Backport: Trunk 8054; make weapon parsing more robust for Mantis #2369
------------------------------------------------------------------------
r8062 | Zacam | 2011-12-03 09:15:41 -0600 (Sat, 03 Dec 2011) | 1 line

RC2 BUILD STAGE COMMIT; Version information bumped to match this commit revision.
------------------------------------------------------------------------
r8071 | Zacam | 2011-12-08 17:05:42 -0600 (Thu, 08 Dec 2011) | 1 line

Backport: Trunk r8065; Fix r8054: Const char* to char* conversion was causing GCC compile errors
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r8073 | Zacam | 2011-12-08 17:06:28 -0600 (Thu, 08 Dec 2011) | 1 line

Backport: Trunk r8070; Fix crash when framebuffer shockwaves are enabled but no weapon loads the standard shockwave animation
------------------------------------------------------------------------
r8074 | Zacam | 2011-12-08 17:07:34 -0600 (Thu, 08 Dec 2011) | 1 line

Backport: Trunk r8072; Fix stdint's existence breaking OS X compiling.
------------------------------------------------------------------------
r8075 | Zacam | 2011-12-08 17:10:35 -0600 (Thu, 08 Dec 2011) | 1 line

RC2 BUILD STAGE COMMIT (Take 2); Version information bumped to match this commit revision.
------------------------------------------------------------------------
r8076 | Zacam | 2011-12-08 17:15:52 -0600 (Thu, 08 Dec 2011) | 1 line

RC2 BUILD STAGE COMMIT (Take 3); Bump OS X build output names to 3.6.14-RC2 (no formulative revision change to logging however, will still identify as 8075)
------------------------------------------------------------------------
r8084 | The_E | 2011-12-13 10:15:11 -0600 (Tue, 13 Dec 2011) | 1 line

Backport of trunk 8083: Fix for trunkated command briefings with custom fonts.
------------------------------------------------------------------------
r8087 | Zacam | 2011-12-13 10:34:02 -0600 (Tue, 13 Dec 2011) | 1 line

Backport: Trunk r8086; Fix to the sexp_ship_effect causing an assert when used against ships that get destroyed before the event triggering it fires off. (From The E)
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r8088 | Zacam | 2011-12-13 10:35:55 -0600 (Tue, 13 Dec 2011) | 1 line

Backport: Trunk r7986; add is-in-mission sexp
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r8089 | Zacam | 2011-12-13 10:37:33 -0600 (Tue, 13 Dec 2011) | 1 line

Backport: Trunk r8066+8068; Adds a sexp to switch the thrusters on a given ship or list of ships on and off. (Includes fix to infinite loops)
------------------------------------------------------------------------
r8092 | Zacam | 2011-12-13 12:07:25 -0600 (Tue, 13 Dec 2011) | 1 line

RC2 BUILD STAGE COMMIT (For Reals this time). Updates version information for logging to sync to this commit.
------------------------------------------------------------------------
Title: Re: Release 3.6.14 Release Candidate 2
Post by: Nuke on December 15, 2011, 08:16:57 am
no change to 2400, let me know if you need anything for that. id hate to have to code rtt scripts 2 releases out of date instead of one, especially when there are so many awesome scripting features now.

is the trackir dll the same one as from 3.6.13 or has it been changed again? need to know if i can delete the old one. should probibly put a version number on that.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: chief1983 on December 15, 2011, 09:29:17 am
It's the same.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: Echelon9 on December 16, 2011, 01:42:21 am
chief1983, what settings did you use to compile the OS X debug build? It is only 6.6MB, while the non-debug is 19.7MB.
Second comment is that my local Xcode builds are always quite a bit larger (across both Debug and Release)
Title: Re: Release 3.6.14 Release Candidate 2
Post by: Kolgena on December 16, 2011, 01:52:45 am
Is it safe with this build onwards to use one pilot for multiple campaigns, or is that still a bad idea?
Title: Re: Release 3.6.14 Release Candidate 2
Post by: X3N0-Life-Form on December 16, 2011, 02:09:58 am
Is it safe with this build onwards to use one pilot for multiple campaigns, or is that still a bad idea?
I think it will be a bad idea until 3.7.x builds come out.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: Iss Mneur on December 16, 2011, 09:09:44 am
Is it safe with this build onwards to use one pilot for multiple campaigns, or is that still a bad idea?
I think it will be a bad idea until 3.7.x builds come out.
Indeed it is bad idea to use one pilot for multiple campaigns.  The new pilot code is still in antipodes.  When the new pilot code is released we will be calling the build 3.7.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: chief1983 on December 16, 2011, 10:05:04 am
Echelon9, I did get some strange errors building the OS X build.  Try compiling 3.6.14 and see if you get any strange output near the end (Release_Inferno and Debug_Inferno).  Zacam saw some of the errors I posted too, but I don't have them handy at the moment.  I didn't include the dSYM file though, so I'm not sure if that's why the debug build is smaller, like maybe it puts all that stuff in the separate file now or something.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: Aardwolf on December 16, 2011, 01:32:52 pm
How does one "mark a bug as an elevated priority (high, urgent, immediate) to get it included in that filter."  :confused: Afaict that is an option only for SCP teammembers?

Anyway, #2549: No cause-of-death messages (http://scp.indiegames.us/mantis/bug_view_advanced_page.php?bug_id=2549) needs to be fixed for 3.6.14 final. Seriously.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: Kolgena on December 18, 2011, 01:46:55 pm
Is it safe with this build onwards to use one pilot for multiple campaigns, or is that still a bad idea?
I think it will be a bad idea until 3.7.x builds come out.

Thanks for the info X3no and iss mineur!

Anyway, #2549: No cause-of-death messages (http://scp.indiegames.us/mantis/bug_view_advanced_page.php?bug_id=2549) needs to be fixed for 3.6.14 final. Seriously.

How long were they broken? I seem to have the impression that those messages disappeared since 3.6.12 official at least.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: Col. Fishguts on December 28, 2011, 05:48:38 am
Are there new requirements for the shaders linked in the first post?

If I use those, I get weird lighting errors as soon as there is some form of dynamic light source (warp vortex, explosions, etc.) The lit side of the ships are full white, and the dark side gets fully transparent.
For reference, the previous shaders from the mediaVPs work fine with RC2 (I'm using a GeForce 9800 GTX).

[attachment deleted by a basterd]
Title: Re: Release 3.6.14 Release Candidate 2
Post by: The E on December 28, 2011, 06:19:18 am
Please post an fs2_open.log.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: Col. Fishguts on December 28, 2011, 07:57:16 am
Log file attached.

To clarify, the lit side of ships is not always full white, but the color of the respective light source in full brightness. (warp node = white, subach bolts = pink/blue, etc.)

Edit: OS is WinXP SP1 32bit

[attachment deleted by a basterd]
Title: Re: Release 3.6.14 Release Candidate 2
Post by: X3N0-Life-Form on December 28, 2011, 10:38:33 am
To clarify, the lit side of ships is not always full white, but the color of the respective light source in full brightness. (warp node = white, subach bolts = pink/blue, etc.)
I have the same problem when running FS2 on win XP 64. When running the game on win 7, everything is fine.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: BlasterNT on December 29, 2011, 04:07:56 pm
(That's kind of an awesome effect)
Title: Re: Release 3.6.14 Release Candidate 2
Post by: Trivial Psychic on December 29, 2011, 11:30:15 pm
What's the potential for SCP being released in 64-bit compiled versions any time soon?

Potential answers I anticipate:
-Engine already features partial optimization
-lot of work for limited performance advantages
-Learn to compile your own and do it yourself, lazy ass.

Thank you.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: QuantumDelta on December 30, 2011, 03:52:59 am
I suspect it'll be a combination of the second and third ones ;x
Title: Re: Release 3.6.14 Release Candidate 2
Post by: Nuke on December 30, 2011, 04:57:20 am
just the beneft of having 64 bit instructions would be huge. maths with large data types would be faster. single cycle 64 bit operations (though i think modern cpus are smart enough to convert multi-cycle operations into single-cycle operations where relevent instructions are available).
Title: Re: Release 3.6.14 Release Candidate 2
Post by: Iss Mneur on December 30, 2011, 09:32:11 am
You can already build your own 64-bit linux or OS X FSO and as far as I know it works just fine.  The stumbling block on this one is actually 64-bit on windows.  That being said we haven't been ignoring this transition it has just been lower priority than other much more tangible performance improvements.

The PVS Studio bug hunt a few months back actually has helped our portability to 64-bit windows quite a bit while at the same time improving the performance of FSO on all platforms.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: CaptJosh on December 30, 2011, 10:10:56 am
So the answer is that, it is, slowly but surely, in process. Cool.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: The E on December 30, 2011, 11:34:48 am
Okay, x64 compilation on Windows is, in theory, possible. There are a few errors, but nothing that can't be fixed in the code.
The big issue is that, while compilation is possible, linking isn't. There are a few libraries like OpenAL, libogg, and the DirectInput stuff that refuse to cooperate. Everything we compile ourselves is, unsurprisingly, fine.

Of course, that's before we go into the thousands of compilation warnings regarding int, __int64, and size_t, which would require checking out.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: CaptJosh on December 30, 2011, 03:22:22 pm
Such fun...  :rolleyes:
Title: Re: Release 3.6.14 Release Candidate 2
Post by: Nuke on December 31, 2011, 01:34:41 pm
is direct input going to be completely replaced by sdl on windows, or will it just be partially used. i dont think microsoft is even supporting directinput anymore and id love to see it replaced by something platform agnostic.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: Iss Mneur on December 31, 2011, 02:21:43 pm
is direct input going to be completely replaced by sdl on windows, or will it just be partially used. i dont think microsoft is even supporting directinput anymore and id love to see it replaced by something platform agnostic.
Eli2 is working on redoing our input system, which includes redoing so that it uses SDL on all platforms (though even SDL links against DirectInput on windows it does simplify our code base).  I think SDL for windows is scheduled to be in Antipodes after 3.6.14 is final.  So when it finds its way out of Antipodes and into trunk will depend on how unstable it makes Antipodes and how much testing it gets there.

EDIT: Grammar.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: The E on December 31, 2011, 04:10:52 pm
Yeah, that's pretty much the plan. I already have project files and all that stuff, just waiting for antipodes to get free. Once that's in there, we can remove all the leftover DirectX code.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: BlueSmoke on January 02, 2012, 05:55:38 am
The link for fs2_open_3_6_14_RC2.zip doesn't seem to be working.
Would someone please give me a link to a mirror?

Also,where am I supposed to put Main_Shaders-3.6.14.zip?
Any configs to set in the launcher?
Currently have a 3.6.12 version installed.
Would appreciate some help!
Title: Re: Release 3.6.14 Release Candidate 2
Post by: MatthTheGeek on January 02, 2012, 06:35:30 am
The server is down indeed. Mirrored here. (http://www.mediafire.com/?zt44hoezcv6bnzw)

The shaders are supposed to go in mediavps_3612/data/effects/
Title: Re: Release 3.6.14 Release Candidate 2
Post by: Meneldil on January 05, 2012, 03:36:08 pm
Could someone please mirror the shaders too? It seems the server's still down, so the other builds are also unavailable.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: chief1983 on January 05, 2012, 04:09:08 pm
It's supposed to be back tomorrow.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: KyadCK on January 06, 2012, 01:53:27 am
Could someone please mirror the shaders too? It seems the server's still down, so the other builds are also unavailable.
It's supposed to be back tomorrow.

Untill then, double mirrored (http://www.mediafire.com/?m4z22h11ack55xc). Didn't realize MatthTheGeek's was shaders too. Mirrored the build as well since a few people needed it while it was down: .14RC2 SSE2 (http://www.mediafire.com/download.php?0m19s487dacw1kc).
Title: Re: Release 3.6.14 Release Candidate 2
Post by: The E on January 07, 2012, 12:28:44 pm
It's supposed to be back tomorrow.

Still not back up. What the **** is up with that site?
Title: Re: Release 3.6.14 Release Candidate 2
Post by: chief1983 on January 07, 2012, 01:35:39 pm
A bill didn't get paid apparently.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: Talon 1024 on January 07, 2012, 03:42:12 pm
Should we choose a different hosting company for fs2downloads.com?
Title: Re: Release 3.6.14 Release Candidate 2
Post by: chief1983 on January 07, 2012, 05:12:25 pm
It's not a domain we officially control, Hunter has been lending it to several projects for some time.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: achtung on January 10, 2012, 01:24:42 am
I would be more than willing to provide space for SCP releases. Please PM me if you're interested chief.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: Zacam on January 10, 2012, 06:36:59 am
I know I'm not chief, but I think I speak realistically when I say that this would be greatly appreciated by all of the SCP.

Two places are always better than one after all. Chief, if you're in agreement with me also being able to act as a secondary/backup (as I currently am for the fs2downloads site (which I hope to see returning, since I know it has value outside of the SCP)), let that be known as well.
Title: Re: Release 3.6.14 Release Candidate 2
Post by: The E on January 18, 2012, 04:01:25 pm
RC3 is out. Please get it, and post further feedback there. (http://www.hard-light.net/forums/index.php?topic=79664.0)