Author Topic: whats new in 3.6.5?  (Read 3687 times)

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Hi any chance of a list of new features or fixes for 3.6.5 being posted, while we wait for it to come out?

;7 ;7 ;7 ;7 ;7

 

Offline redmenace

  • 211
eh just fixes mostly. But there will be a readme with it, one way or another.
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

 
All Textures/Effects and so on were optimized.. more beautiful and better Performance and it looks that the 3.6.5 VP's contains a few new Textures/Effects since 3.6

But i don't see new features, yet.
Maybe you only see it when the first 3.6.5 EXEs are available.
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My english isn't very well, so sorry for a few mistakes.

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Offline redmenace

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the eff stuff is now implemented also.
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

 

Offline Trivial Psychic

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Its got the -3dwarp command line flag (thank God), but I also noticed that -max_subdivide is no longer there.
The Trivial Psychic Strikes Again!

 

Offline taylor

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Quote
Originally posted by Trivial Psychic
Its got the -3dwarp command line flag (thank God), but I also noticed that -max_subdivide is no longer there.

-max_subdivide requires and argument  to go along with it and I took everything that requires and argument out of the flags but you can still use it in the custom flags.  If you just used -max_subdivide with nothing after it then it was screwing up since it was looking for a float to come right after.  Doesn't matter anyway though since the parts of the -max_subdivide code which actually do anything never got put in CVS.

Other new stuff that I can think of off the top of my head:
 - IBX code for faster loading of hi-poly models
 - Full DDS support for OpenGL
 - Cleanup of cmdline options with proper links for almost all of them in the Launcher
 - Merge of bmpman code with better memory usage reporting in debug builds
 - Much faster finding of previously loaded images
 - Reusing already loaded images between missions to greatly speed loading
 - Movies should be fixed again too
 - Major memory leak fixes (everybody remembers that problem)
 - New pilot code to allow multiple concurrent campaigns with one pilot
 - More bug fixes than can be counted on 10 fingers and 10 toes.

And that's just some of the crap that I did.  There is a bunch of new SEXPs and more from Goober5000, -radar_orb and more from phreak, ton of stuff from Bobboau, configurable hud gauges and modular tables plus more from WMCoolmon.  Networking stuff and more from Kazan.  And a bunch more stuff that I can't remember right now.

Hmm... do you people even deserve all of this? ;)

 

Offline Carl

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of course we do! in fact, we deserve more! get back to work!
"Gunnery control, fry that ****er!" - nuclear1

 

Offline Inquisitor

There will be a readme.
No signature.

 

Offline Grimloq

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is the switching-of-ships in the techroom fixed?
A alphabetically be in organised sentences should words.

 

Offline TrashMan

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Will there be the easily added ship names?
(Yeah, I'm boring..but I don't care:D)
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Offline Kazan

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Quote
Originally posted by taylor
Networking stuff and more from Kazan.


Autopilot
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline Carl

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Quote
Originally posted by Kazan


Autopilot


:yes:
"Gunnery control, fry that ****er!" - nuclear1

 

Offline Zarax

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But the best thing is that it runs seamlessy, by far the best build i've ever tested ;)
The Best is Yet to Come

 

Offline taylor

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Quote
Originally posted by Kazan
Autopilot

THAT'S what I was trying to think of, can't beleive I forgot about that.

Quote
Originally posted by Grimloq
is the switching-of-ships in the techroom fixed?

Uh, which problem is that one again?  I seem to remember several issues this could refer to but I think there are all fixed.

 

Offline redmenace

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I think he is refering to the memory leak
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

 
I hate to be a n00b but the package I downloaded doesn't have a readme... what are the differences between the t-, r-, -inf builds etc?

 

Offline redmenace

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inf is inferno builds which are specially made to work with Inferno.
t I think is a taylor build.
r usually stand for retail and d is debug(spews to fs.log)
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

 
Thanks :)  The only Inferno release is still the old 'retail' rc1, and that should work using the -inf builds?

Also, in the release thread, Taylor mentioned the 'Game of TAG' crash, and fixing it by turning off the heads... but I still get the crash with that HUD element turned off.  What is the workaround?  Actually, it crashes after the next mission starts loading (according to the debug), so maybe it's not related ( my FS2 pilot was stuck by that crash, so its the first mission I tried)

 

Offline Grimloq

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what i mean by 'ship switching':

when you add a new ship, say, right after the orion, then all ships UNDER that orion are switched down one entry on the table. the tech room seems to run 'IN TECH DATABASE' by its position in the table, rather which ship it is.


what does autopilot DO?
A alphabetically be in organised sentences should words.

 

Offline taylor

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Quote
Originally posted by Grimloq
when you add a new ship, say, right after the orion, then all ships UNDER that orion are switched down one entry on the table. the tech room seems to run 'IN TECH DATABASE' by its position in the table, rather which ship it is.

The new pilot code makes sure that ships are referenced by name rather than position in the table so this should no longer be a problem.

Quote
Originally posted by Pnakotus
Also, in the release thread, Taylor mentioned the 'Game of TAG' crash, and fixing it by turning off the heads... but I still get the crash with that HUD element turned off. What is the workaround? Actually, it crashes after the next mission starts loading (according to the debug), so maybe it's not related ( my FS2 pilot was stuck by that crash, so its the first mission I tried)

That particular crash happens right when a mission ends, just before the debriefing shows.  If you are seeing the crash when the next mission is starting then it's unrelated.  What mission is giving you the problem?  Also you can try creating an empty file called "debug_filter.cfg" in the data directory.  This will allow much more debug info to get put in the log and may help point out the crash issue.