Author Topic: Test/BugFix build: 20050526 (*UPDATED*)  (Read 18154 times)

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Offline taylor

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Test/BugFix build: updated to 20050530
Quote
Originally posted by redmenace
may 30 build? where?

I updated the first post.  Since it was mainly bug fixes for this build I didn't bother putting it in a new topic.

 

Offline Admiral Nelson

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Re: Test/BugFix build: 20050526 (*UPDATED*)
Quote
Originally posted by taylor

 - Timer changes to fix broken loading bar on some systems that would have one spot lit and then jump to the end.  This change could affect various parts of the game so if anything is either really slow or really fast please report it.  This could fix several speed issues too that seemed to affect only certain systems so if any old bugs are fixed by this please report it.


My system was one of those which had the problem wherein the briefings did not scroll forward as they are supposed to (Win 2000 SP4). Instead I had to go to the briefing end and hit the back button repeatedly to read each step of the briefing. The timer fix seems also to have fixed this issue for me. I only played a couple missions without incident, but fixing this issue is huge to me. Great work! :yes:
If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 

Offline redmenace

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I had a crash involving the hud in The Sicilian Defense. Unfortunatly no fs.log and no errorlog and I can't reproduce.
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Offline redmenace

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This occured right after load.
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Offline Nuke

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Test/BugFix build: updated to 20050530
i found my problem, vwep support is busted. it seems the $Show Weapon Models: (yes,yes) flag is causing the problems. i thought bob commited this. either it was disabled without me knowing or it was broke by somone.
« Last Edit: May 30, 2005, 06:10:27 pm by 766 »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline redmenace

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I tried Endgame Again and got an crash.
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Offline redmenace

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I got a crash involving the HUD again. This time I have the fs.log but for some reason errorlog isn't being written.
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

 

Offline WMCoolmon

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Test/BugFix build: updated to 20050530
I think I fixed the hud_color_index thingamajig.

The change is in CVS (I took out a 0.5, though I could also have added 0.5 to the check.)

Basically in the next CVS build, check and see that the shield graph is displaying at the same intensity as it was, and doesn't crash.
-C

 

Offline redmenace

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Test/BugFix build: updated to 20050530
I will keep that in mind tomorrow when I run my gambit of tests.
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Offline Ransom

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Test/BugFix build: updated to 20050530
Ahm... it looks like custom loading screens are still broken.

 

Offline redmenace

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Test/BugFix build: updated to 20050530
ok, I just finished Bearbating. However I noticed a problem. Trebuches are inflicting 0 damage on the Sathanas Forward Flak Cannons. In retail you use them to knock or help knock them out.

Then in High Noon I noticed that the Colossus was firing at  space and continueing to fire but intersecting and showing off impact explosions of the beam long after the Colossus had broken up in an massive explosion.

I also noticed that the breifing for this mission labeled the wing I was flying in as Alpha 4 instead of Alpha.

Attached is a log file for both missions.
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
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Offline Goober5000

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Test/BugFix build: updated to 20050530
The forward flak guns are hard to take out though... the model geometry means that you don't get a direct hit unless you shoot from above them or from the side.  Doing it from the front rarely works.  Try shooting them from different angles and see what happens.

 

Offline redmenace

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Test/BugFix build: updated to 20050530
Alright, but I will take a look at retail as well just to be sure.
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

 

Offline Goober5000

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Test/BugFix build: updated to 20050530
That's what I've experienced in retail.  I haven't played through the main FS2 campaign in SCP recently.

 

Offline redmenace

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Test/BugFix build: updated to 20050530
I got another crash concerning the BMPMAN. fs.log posted and error message. I am also noticed the Lighting effects on the players hud and the targeting and radar are not taking place.
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

 

Offline redmenace

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Test/BugFix build: updated to 20050530
Here is an image concerning the briefing error.
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
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Offline taylor

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Test/BugFix build: updated to 20050530
Quote
Originally posted by redmenace
I got another crash concerning the BMPMAN. fs.log posted and error message. I am also noticed the Lighting effects on the players hud and the targeting and radar are not taking place.

Can you create an empty file named debug_filter.cfg in the data directory and try to get this again?  The lack of bmpman debug info makes it difficult to figure out what's going on here.  Also I notice that most the these bmpman errors seem to be mostly D3D related.  Does it happen as much in OGL?  When I was debugging the new code I only did it in OGL so I'm thinking that I might need to update the D3D stuff to properly handle the use of bm_release().

 

Offline redmenace

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Test/BugFix build: updated to 20050530
well i am sure I will come across it eventually again. So I will just keep an eye out for it. I will create that said empty file. As soon as I can play the rest of the original campaign. I will start over in Open GL to fix to not only test the BMPMAN problem but hunt any others out there strictly related to Open GL.

Also I forgot to mention previously. Movies are now occasionally not playing after the loading screen. This might actually be related to the debug builds themselves.

Also I noticed, specifically with the vec3d errors that the music in game stops responding and I get taken to the error. This is in Direct Sound. I have not tested it in. Open AL.
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              -Frederic Bastiat

 

Offline Alpha0

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Test/BugFix build: updated to 20050530
Quote
Originally posted by redmenace
Also I forgot to mention previously. Movies are now occasionally not playing after the loading screen. This might actually be related to the debug builds themselves.


I have noticed this as well for some time now, in debug as well as in release builds. Sometimes, movies start, but the screen does not get cleared and only the movie audio plays. There have been some attempts to fix this, but it still happens every now and then. However, it appears to me that movies work ok if running the game in a window. Of course, given the intermittent occurence of this issue, it might be that it just might have not happened while I was testing in window mode.

A good test - redmenace, you may want to try this - would be to go to the Cutscenes in Techroom and start selecting from the list of available ones. Play a few seconds of the movie, then stop the movie, select another one, play a few seconds, stop, etc. I have found out that by doing this, I get the problem to occur after a few attempts.

 

Offline redmenace

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Test/BugFix build: updated to 20050530
I got a loading crash in "Into the Lion's Den."
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat