I spent about 27 hours Sunday/Monday just working on bug fixes for this thing so if you have problems, please keep them to yourselves.

- fix custom loading screens
- fix wrong/random text with ship message brackets
- various random crash bugs fixed
- fix a few multi related crashes
- make networking compatible with pre-March builds (breaks all other builds since March but should work with 3.6.5 again)
- fix player ship targetting an invisible object when hit with emp (WMCoolmon)
- simulated speech disabled when you use -nosound
These two need some testing:
- make sure that player can't target invisible ships when tartget-target's-target is pressed or when targetting subsystem in view (not in CVS until it's poven to not have side-effects)
- small changes to particle code to help speed rendering a little and address several potential crashes. It will also now properly allow for not using any particle anis which previously could have caused numerous issues including large memory usage and massive slowdowns. (this is in CVS but not verified to fix reported issues)
Also be sure to give networking a try again. Most of the crash bugs should be addressed but if it's filed in Mantis and still open please verify that it's fixed or not. EDIT: The multi subsystem damage bug has now been fixed.
Da Build:
http://icculus.org/~taylor/fso/testing/20050622-win32.rar** No OpenAL builds this time so the download is smaller **One other little, tiny thing just for OGL users: compression! Not really exciting but it's about ready for public use and I don't want to release another test build just for it. This change will not be in 3.6.7 so if you don't want to test it that's fine.
It's like -pcx2dds (which never worked for OGL) but taken to a higher level. Like -pcx2dds it will compress textures into DDS format when they are uploaded to the video card however the new feature will replace the original uncompressed data in bmpman with the new, compressed, data. So it's with OGL only and with power-of-2 textures only but it will compress PCX, TGA, JPG and ANI frames using DXT5 or DXT1 as the case requires. ANI frames currently use DXT1 but will likely use DXT5 for quality in the final version of the code. It's estimated to knock 40-50% (on average of various missions) off of the memory needed to run the game.
The new cmdline option for this feature is -img2dds so if you feel like giving it a try let me know how well it works. I'm interested in any slowdowns during game play, improperly rendered graphics, any change in mission load times, and general resposiveness in game. The final version of the code will work for D3D too but since I only use OGL I just coded it for now.