Author Topic: Archived CVS Builds thread  (Read 51164 times)

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Offline Ransom

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Hmm. Is there any particular way you have to use the mission-set-nebula SEXP, or is it just disabled for some reason? Because it's not selectable.

 

Offline ARSPR

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Quote
Originally posted by redmenace
Updated!
CVS as of 10/18/05

Some Important Comments:
  • Contains stuff that people are waiting for I think, yeah
[/B]


Is it the thruster bug solved? 2005-10-18 build still doesn't show thruster glows in my computer (so I suppose it's some other stuff).

I also have another question. How does -show_mem_usage work? I can't see the info anywhere.

Thank you for your great work!
IF YOU HAVE TROUBLES WITH FS2:
  • Please, please, please, READ and UNDERSTAND the sticky threads in FreeSpace & FreeSpace Open Support board.
    A lot of people are willing to help you, but, as anyone can understand, seeing the very same "issues" repeated again and again can become quite depressing. Please, spend a bit of time trying to solve the issue by yourself.
    (Lobo deserves a monument).
  • Then, if you aren't still able to solve your issue, feel free to ask for help in that same board.
    FYI, most of the troubles are caused by wrong mod installations which lead to either missing data or undesired cross-effects between them. Always follow the mod installation instructions and keep a clean FS2 installation as explained in the sticky threads. Two additional links about how the game handles game data:
  • If you think that you've discovered a bug, mantis it.
    Provide as much info as you can, and try to narrow it down. A lonely "FS2 doesn't work" is not a good report.

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Offline WMCoolmon

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http://www.openal.org/openal_webstf/OpenALwEAX.exe

Provided on the OpenAL downloads page. May not have all the bells and whistles of the Creative one but it should work from what I understand.
-C

 

Offline StratComm

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Is anyone else having most mission sounds cut off early or not play at all with the latest build?
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Admiral Nelson

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Thank you for the link WMCoolman, but the game CTDs on any mission on hitting the commit button. I get:

Assert: d3d_bitmap_entry[n].tinterface != NULL
File: c:\fs2_open\code\graphics\grd3dbmpman.cpp

Last entries in the debug spew are:

Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (11)
Entering game at time =  59.819
Not glidingNot glidingNot glidingNot glidingNot glidingInt3(): From c:\fs2_open\code\globalincs\windebug.cpp at line 996

I guess it isn't a sound error, but this always happens with the new builds.  3.6.7 is fine.

Win2K SP4, 6800GT.
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 StratComm

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What exactly is "Not gliding" supposed to be indicating anyway?  The debug spew is slap full of them when running a mission.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Trivial Psychic

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Quote
Originally posted by Admiral Nelson
Thank you for the link WMCoolman, but the game CTDs on any mission on hitting the commit button. I get:

Assert: d3d_bitmap_entry[n].tinterface != NULL
File: c:\fs2_open\code\graphics\grd3dbmpman.cpp

Last entries in the debug spew are:

Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (11)
Entering game at time =  59.819
Not glidingNot glidingNot glidingNot glidingNot glidingInt3(): From c:\fs2_open\code\globalincs\windebug.cpp at line 996

I guess it isn't a sound error, but this always happens with the new builds.  3.6.7 is fine.

Win2K SP4, 6800GT.

For the first error message; are you getting this with or without the "cache bitmaps" command line option?
The Trivial Psychic Strikes Again!

 

Offline Admiral Nelson

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Without:

F:\Games\FS2\fs2_open_d-20051018.exe -spec -glow -pcx32 -jpgtga -orbradar -ship_choice_3d -3dwarp -snd_preload -env
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 StratComm

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I'm a huge advocate of always trying to reproduce graphics-related issues without -pcx32.  I doubt it'd help much here, but since it is interface-related it's worth a try.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Admiral Nelson

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Well, I tried removing it, but exactly the same thing happens.... :)

Using a new pilot, CTD occurs on hitting commit into the first training mission.
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 Trivial Psychic

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Try using the -cache_bitmaps flag (found at the bottom of the graphics section).
The Trivial Psychic Strikes Again!

 

Offline Fenrir

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What's bitmap caching for, anyway? And what're the pros and cons of having it on or off?

*Has been meaning to ask this for a while*

 

Offline Admiral Nelson

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Yep that was causing the crash. It now it works with -cache_bitmaps .  Thanks!! :)
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 WMCoolmon

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Quote
Originally posted by StratComm
What exactly is "Not gliding" supposed to be indicating anyway?  The debug spew is slap full of them when running a mission.


Ahh, another feature I implemented that's gone unnotticed :D

Gliding means that the ship stops changing its velocity when you rotate it, ala Freelancer (I believe).

It's by default mapped to "Alt-G" assuming you create a new pilot, it can be found in the options-ship section otherwise.

It requires an extra table entry to turn on.
-C

 

Offline StratComm

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Quote
Originally posted by WMCoolmon


Ahh, another feature I implemented that's gone unnotticed :D

Gliding means that the ship stops changing its velocity when you rotate it, ala Freelancer (I believe).

It's by default mapped to "Alt-G" assuming you create a new pilot, it can be found in the options-ship section otherwise.

It requires an extra table entry to turn on.


Where was this announced?!?  That's pretty huge.  TBP should be all over that one for the starfuries.  And here I was thinking something was wrong :)
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline redmenace

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Updated!
CVS as of 10/19/05
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Offline Wanderer

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Was the player warpout speed included? And if it was what is the correct table entry.

I get table errors with $Player warpout speed: entry (parselo.cpp line 570).
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline StratComm

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Darnit, I thought I'd just tested the latest build :p

Disregard my audio question.  The Creative SB Beta drivers fixed that up nicely.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
Hello...
I have a little Problem with the CVS-Source...
Oh.. And I can't sign up an Mantis Account... (Cannot modify headers...)

First Info: I am building an Inferno-build (I like to have many ships in a mission)...
Oh... And I'm compiling a Linux-Build :)

Okay... The problems are (2 problems):
1.
Code: [Select]
cfile/cfilesystem.cpp: In function `int cf_create_default_path_string(char*, uint, int, char*, bool)':
cfile/cfilesystem.cpp:1691: error: `inferno' undeclared (first use this function)
cfile/cfilesystem.cpp:1691: error: (Each undeclared identifier is reported only once for each function it appears in.)
make[1]: *** [cfilesystem.o] Error 1
make[1]: Leaving directory `/home/maniac/sources/fs2_open/code'
make: *** [all-recursive] Error 1

When I change
Code: [Select]
if(strlen(path) + strlen(inferno) + strlen(DIR_SEPARATOR_STR) > path_max) {
to
Code: [Select]
if(strlen(path) + strlen("inferno") + strlen(DIR_SEPARATOR_STR) > path_max) {, it compiles fine...

2. TBM-Related: When I use TBMs, FS2_open(Linux) segfaults:
Code: [Select]

GNU gdb 6.3
Copyright 2004 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you are
welcome to change it and/or distribute copies of it under certain conditions.
Type "show copying" to see the conditions.
There is absolutely no warranty for GDB.  Type "show warranty" for details.
This GDB was configured as "i686-pc-linux-gnu"...Using host libthread_db library "/lib/libthread_db.so.1".

(gdb) run -window -nograb
Starting program: /home/maniac/.fs2_open/fs2_open_d -window -nograb
outwnd not initialized yet...  I got to parse_cmdline!!
outwnd not initialized yet...  Building file index...
outwnd not initialized yet...  Searching root '/home/maniac/.fs2_open/'
outwnd not initialized yet...  Searching root '/home/maniac/.fs2_open/'
outwnd not initialized yet...  Found 32 roots and 18944 files.
Future debug output directed to: /home/maniac/.fs2_open/data/fs2_open.log

Program received signal SIGSEGV, Segmentation fault.
0xb7b96fa3 in strcasecmp () from /lib/libc.so.6
(gdb) backtrace
#0  0xb7b96fa3 in strcasecmp () from /lib/libc.so.6
#1  0x0828aa87 in translate_spawn_types () at weapons.cpp:2733
#2  0x0828b267 in parse_weaponstbl (longname=0xbfca39f0 "BetterAk-wep.tbm", is_chunk=true) at weapons.cpp:2978
#3  0x0828bc07 in weapon_init () at weapons.cpp:3161
#4  0x0805a73f in game_init () at freespace.cpp:3528
#5  0x0805afbf in WinMainSub (argc=1702127973, argv=0x65746965) at freespace.cpp:8551
#6  0x0805b0bf in main (argc=1702127973, argv=0x65746965) at freespace.cpp:8681
(gdb) continue
Continuing.

Program terminated with signal SIGSEGV, Segmentation fault.
The program no longer exists.
(gdb) quit

But under Windows, these TBMs are working!
They're EXACT the same... So I wonder why the Linux-Build is complaining...

 

Offline taylor

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Quote
Originally posted by Fenrir
What's bitmap caching for, anyway? And what're the pros and cons of having it on or off?

Bitmap caching used to be on all of the time.  It was part of a bmpman re-organization to both clean-up and speed-up the code.  Orginally, when you started a mission, all bitmaps were unloaded from memory and then only the ones that were needed were loaded back.  Of course this meant that you were unloading and the reloading many of the same bitmaps.  In the case of a mission restart you are unloading everything and then loading all of the same images right back into memory.  Caching got around this be not unloading everything at the start but as the bitmaps got loaded one-by-one, when it found a bitmap that wasn't needed the code would unload just that one.  The significantly cut down on mission load times if you were moving mission to mission but didn't increase memory usage when in a mission.  It does slightly increase memory temporarily during mission load however...

There started to be complaints as more effects artwork and hi-poly model textures get larger and more memory hungry.  People without enough memory to handle all of that would have problems loading a mission where it would get really, really slow.  So, after 3.6.7 was released the original non-caching behavior was reinstated, but with a -cache_bitmaps cmdline option to allow the new caching method of loading.  If you have the memory to use it (there is no set number, just whatever works for you) then there is no con to having bitmap caching enabled.

Models are cached the same way now as well but that caching is always on since it doesn't need much memory and offers a greater speed improvement.  The only time that model caching isn't used is when you are running FRED2.