Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Nightly Builds => Topic started by: SirKnightly on December 03, 2013, 05:57:12 am
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Here is the nightly for Windows on 03 Dec 2013 - Revision 10181
Group: NO-SSE
fso-WIN-NO-SSE-20131203_r10181.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-NO-SSE-20131203_r10181.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-NO-SSE-20131203_r10181.md5)
Group: Standard
fso-WIN-Standard-20131203_r10181.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Standard-20131203_r10181.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Standard-20131203_r10181.md5)
Group: SSE
fso-WIN-SSE-20131203_r10181.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-SSE-20131203_r10181.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-SSE-20131203_r10181.md5)
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r10179 | Goober5000 | 2013-12-02 20:33:42 -0600 (Mon, 02 Dec 2013) | 1 line
Changed paths:
M /trunk/fs2_open/code/mission/missionparse.cpp
just make this block similar to the other one
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r10180 | Goober5000 | 2013-12-02 21:22:16 -0600 (Mon, 02 Dec 2013) | 1 line
Changed paths:
M /trunk/fs2_open/code/mission/missionparse.cpp
for wing names with hash symbols, put the ship number before the hash
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r10181 | Goober5000 | 2013-12-02 21:41:30 -0600 (Mon, 02 Dec 2013) | 1 line
Changed paths:
M /trunk/fs2_open/code/ship/ship.cpp
when changing ship types, make sure the collision flags propagate
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My Avast found something called "Win32:Evo-gen [Susp]" and defined it as a virus or something. Is this something wrong, or just rare file or whatever?
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Avast hates FSO. With certain devs, it reckons the just-compiled-on-my-own-PC .exe's have viruses. So, it's probably a false positive.
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Avast hates FSO. With certain devs, it reckons the just-compiled-on-my-own-PC .exe's have viruses. So, it's probably a false positive.
To be fair, that is possible if the compiler is itself infected... not that that's likely in this case.
Also:
for wing names with hash symbols, put the ship number before the hash
How long has it been since that was first noticed? I can't find it on mantis...
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for wing names with hash symbols, put the ship number before the hash
How long has it been since that was first noticed? I can't find it on mantis...
I first noticed when I was FREDding ST:R, but I only just now got around to fixing it. It's not in Mantis that I know of.
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for wing names with hash symbols, put the ship number before the hash
How long has it been since that was first noticed? I can't find it on mantis...
I first noticed when I was FREDding ST:R, but I only just now got around to fixing it. It's not in Mantis that I know of.
Please note that this will break Blue Planet's The blade itself mission which uses Katana# As the wing name to hide the 1 which appears due to the player being a frigate
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Uh...
if the player is in a wing, why shouldn't his number be visible?
Okay, I think I know why this is done. The player always has to be in a starting wing, so they used Katana# as the starting wing, rather than Alpha or whatever.
Bear in mind that this fix is needed for the much more common case where a wing departs and later re-appears. (I got around this in ST:R, but it was clunky.) Could you attach the mission in question?
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It's already included in WIH but here it is anyway.
[attachment deleted by an evil time traveler]
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Okay. I think what I'll do is change things so that the fix is only applied if the hash symbol isn't the last character.
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That seems logical.