Since this build includes the new pilot code I'll give the same old warning:
WARNING: This build could permanently mess up your pilots! Save them before using this build! If you lose anything it's your fault for not having a backup!
http://icculus.org/~taylor/fso/willrobinson/20040822-win32.ziphttp://icculus.org/~taylor/fso/willrobinson/mv_ibx.zip (not required)
Basic change list:
- OpenGL will now always use a linear filter when magnifying a texture. This should fix the pixelation with nebula poofs and on shockwaves and explosions. There is a performance loss here but it should be negligible.
- DDS textures that don't have any mipmap levels will be shown properly in OpenGL. There was a bug that prevented this working correctly with Lightspeed's new Shine releases.
- Minor change to the campaign savefile so that a ship/weapon table listing lookup is forced for a given index on load. The code should make this unneeded but it's changed in case. There are no format changes here so don't worry about existing pilots.
- Don't use DevIL to validate a TGA file (read the header). DevIL must read the whole file into memory and we only need to first few bytes. An assert was removed so that 32-bit TGA's don't cause problems when not using -jpgtga, it will just silently ignore those files now.
- Preload of TGA planets is working correctly again in OpenGL. The page in code was a little off still and could give asserts in debug builds and introduced a possible memory leak. Preloaded graphics should now be properly sent to the card memory on misison load without the locking problems.
- Fix situation where OpenGL would assume the same texture format for base/glow/spec textures. This became a problem when Lightspeed's new graphics mix TCACHE formats and would have a compressed base map but normal glow maps. The code will now lookup what the true format of each texture is to avoid errors and/or crashes.
- Add extra save points to the pilot code. There was a situation where, when playing a campaign, any new ships would get added to the tech room but not be there when you next ran the game. There is a save point in the barracks that allowed this problem to get past the testing phase but new save points were added to the ready room, barracks and on exit that should prevent any future data problems. This may not be fixed 100% so I ask that testers look for this during play.
- Fix issue in D3D where movies would crash. I'm not a DirectX person so this may get changed a little but tests don't show any crashes. A NULL check was added and d3d_lost_device() will now make sure that the device can and should be reset before doing so. movie.cpp was changed slightly to correctly make use of this change.
- Reset time compression to 1x at the start of every mission. This was to fix a problem where, upon mission restart, the time compression was set to the last used level.
- Possible fix for support ship problem. Probably not but look for it in case.
- Fix issue where invalid shield anis would try to get loaded and rendered.
- Current CVS, should include all of Kazan's autopilot code and his joystick fixes.
- IBX test code. I'm not going to say what this is, I want to see if anyone notices. The listed VP provides support for this but isn't required. IBX files will be generated and used as the game sees fit, the VP only provides these files already. IBX files will be stored in data/cache or
/data/cache if you use a mod. This is test code and may not make CVS.
Please report any problems, complaints or praise. 