Author Topic: Nightly (Windows): 18 Nov 2012 - Revision 9354  (Read 1238 times)

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Offline SirKnightly

  • George or Keira?
  • 212
Nightly (Windows): 18 Nov 2012 - Revision 9354
Here is the nightly for Windows on 18 Nov 2012 - Revision 9354

Group: Inferno
fso-WIN-Inferno-20121118_r9354.7z
MD5Sum

Group: Inferno_SSE
fso-WIN-Inferno_SSE-20121118_r9354.7z
MD5Sum

Group: Inferno_SSE2
fso-WIN-Inferno_SSE2-20121118_r9354.7z
MD5Sum

Code: [Select]
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r9345 | zookeeper | 2012-11-14 06:05:59 -0600 (Wed, 14 Nov 2012) | 1 line
Changed paths:
   M /trunk/fs2_open/code/globalincs/systemvars.cpp

Tweaked some of the settings of the four detail level presets.
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r9346 | Goober5000 | 2012-11-15 01:52:45 -0600 (Thu, 15 Nov 2012) | 1 line
Changed paths:
   M /trunk/fs2_open/code/asteroid/asteroid.cpp
   M /trunk/fs2_open/code/ship/ship.cpp
   M /trunk/fs2_open/code/weapon/weapons.cpp

fix for Mantis #2726 -- proper handling of mismatch of LOD levels
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r9347 | Zacam | 2012-11-15 22:14:29 -0600 (Thu, 15 Nov 2012) | 1 line
Changed paths:
   M /trunk/fs2_open/code/graphics/gropengltnl.cpp

From Valathil: Corrects for dynamic switching regarding Fixed Render Pipeline in the LAB
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r9348 | zookeeper | 2012-11-16 05:26:48 -0600 (Fri, 16 Nov 2012) | 1 line
Changed paths:
   M /trunk/fs2_open/code/mod_table/mod_table.cpp

Fix really stupid mistake.
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r9349 | zookeeper | 2012-11-16 13:45:24 -0600 (Fri, 16 Nov 2012) | 1 line
Changed paths:
   M /trunk/fs2_open/code/parse/lua.cpp
   M /trunk/fs2_open/code/parse/sexp.cpp

Ought to fix bug 2690.
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r9350 | zookeeper | 2012-11-16 15:17:18 -0600 (Fri, 16 Nov 2012) | 1 line
Changed paths:
   M /trunk/fs2_open/code/hud/hudconfig.cpp
   M /trunk/fs2_open/code/playerman/managepilot.cpp

Fixed the reset button in the HUD config screen not resetting to the default color scheme given to new pilots.
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r9351 | Zacam | 2012-11-17 17:12:17 -0600 (Sat, 17 Nov 2012) | 1 line
Changed paths:
   M /trunk/fs2_open/code/graphics/grbatch.cpp

Warning resolution: grbatch.cpp(806) : warning C4018: '<' : signed/unsigned mismatch; solved by setting 'Batch_buffer_size' from 'int' to 'size_t'
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r9353 | Zacam | 2012-11-18 04:05:44 -0600 (Sun, 18 Nov 2012) | 3 lines
Changed paths:
   M /trunk/fs2_open/code/cutscene/mveplayer.cpp
   M /trunk/fs2_open/code/cutscene/oggplayer.cpp
   M /trunk/fs2_open/code/graphics/gropengl.cpp
   M /trunk/fs2_open/code/graphics/gropengldraw.cpp
   M /trunk/fs2_open/code/graphics/gropenglextension.cpp
   M /trunk/fs2_open/code/graphics/gropengllight.cpp
   M /trunk/fs2_open/code/graphics/gropenglpostprocessing.cpp
   M /trunk/fs2_open/code/graphics/gropenglstate.cpp
   M /trunk/fs2_open/code/graphics/gropenglstate.h
   M /trunk/fs2_open/code/graphics/gropengltnl.cpp
   M /trunk/fs2_open/code/menuui/mainhallmenu.cpp

From Valathil, glCleanup to reduce the amount of calls.
First post here: http://www.hard-light.net/forums/index.php?topic=82886.0
Mantis Here: http://scp.indiegames.us/mantis/view.php?id=2728
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Offline Macfie

  • 210
  • If somebody made a campaign I've probably got it
Re: Nightly (Windows): 18 Nov 2012 - Revision 9354
I'm getting a problem with the weapons loading screen.  Only one bank of primary and secondary weapons is using the 3d model the other bank appears to use the regular icon.  If I turnoff the "use 3d models for weapon selection" one bank of the primary and secondary weapons does not show up.
I've also noticed that during the warp out sequence the 3D warp fades out and then comes back. 
These problems exist in both the FSPort and the FreeSpace 2 campaign as well as the Babylon project.  I went back to the previous nightly build (9345) and the problem did not exist. 

here is my current command line
C:\Games\FreeSpace2\fs2_open_3_6_15r_INF_SSE2-20121118_r9354.exe -mod fsportmvps,fsport,mediavps_3612
-nomotiondebris -missile_lighting -3dshockwave -post_process -soft_particles -fxaa -cache_bitmaps -dualscanlines
-orbradar -rearm_timer -ballistic_gauge -ship_choice_3d -weapon_choice_3d -3dwarp -warp_flash -snd_preload
-fb_explosions -fps -ambient_factor 5 -spec_exp 15 -spec_point 1.2 -spec_static 1.7 -spec_tube 1.5 -ogl_spec 50
-bloom_intensity 50

Whatever the problem was has been corrected in the 9368 build
« Last Edit: November 21, 2012, 09:57:42 pm by Macfie »
Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.
The difference between Mechanical Engineers and Civil Engineers is:
Mechanical Engineers build weapons.  Civil Engineers build targets
An optimist sees the glass half full; the pessimist sees it half empty. An engineer sees that the glass is twice as big as it needs to be.