Author Topic: New CVS build  (Read 5339 times)

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Offline WMCoolmon

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This is _not_ from the 3.6.9 branch, though. This includes all the cool stuff that I've done in the last couple of days, plus the events/directives scripting support that I just put in CVS. And some changes by other people as well.

http://fs2source.warpcore.org/exes/latest/C08062006.zip
-C

 

Offline Mars

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So it's the first CVS after 3.6.9, before 3.6.9?

 

Offline neoterran

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Is there anything in here that is actually usable by non-developers or is it just dev candy release for the new stuff you've been doing ?
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Offline karajorma

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So it's the first CVS after 3.6.9, before 3.6.9?

The basic idea is to split the 3.6.9 release into its own branch. Now if it turns out that 3.6.9 has a stupid bug in it we can update it to 3.6.9.1 and end the stupid practice of telling newbies to use bleeding edge CVS builds to get past bugs in the official build.

CVS builds on the other hand will continue to contain the latest code and newest features. You'll only need them if you want to use the latest code and newest features though so it will be mostly devs and early adopters who use CVS builds from now on (which is exactly the way it should be).
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Offline ShivanSpS

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This have the kara new loadout system? both 9th and 17th have some missed misiles in some missions, and the worse is you have to restart to campaing to check, and the first mission where you can noticed this is in the Laizander and actium mission, (No Harpoons).

 

Offline Mars

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So, what's new in this build?

 

Offline karajorma

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This have the kara new loadout system? both 9th and 17th have some missed misiles in some missions, and the worse is you have to restart to campaing to check, and the first mission where you can noticed this is in the Laizander and actium mission, (No Harpoons).

The team loadout code in CVS doesn't touch weapons at all, only ships. Once the ship code has been shown to work I'll copy it across and edit it so that it works with them too but I'm reluctant to do that until I know that it does actually work perfectly.
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Offline Wanderer

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I tried this build out and i couldnt get the r-build to run at all, regardless of commandline or mod selected (so it didnt run at all)... debug build run quite nicely though it hanged too when quitting the game (not that suprising with d-builds though). No usefull fs.log entry as debug did run and the entry in errorlog.txt:

Code: [Select]
fs2_open_r-P4-20060608 caused an Illegal Instruction in module fs2_open_r-P4-20060608.exe at 001b:00588ee3.
Crash occurred about 1 or 1/2 second after clicking run from the launcher (pre-5.4)
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Sometimes after I kill an enemy wing, the red dots on the radarsceen still remain there, I just can target them no more and it stays like that through out the mission.

 

Offline ShivanSpS

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The ATI and Env mapping problem is still here :S

 

Offline pecenipicek

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this has to do with env mapping. if you got the zeta VP's, it should go away.
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Offline Trivial Psychic

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I'm getting an error message on launch about not being able to initialize Direct Sound, on game loadup.  It then crashes with a windows error message about submitting a report to MS.  Nothing useful.  3.6.9-RC1 gives the same Direct Sound error message but no crash.
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Offline pecenipicek

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openAL? someone else had the same problem today. reinstalling openal fixed it.
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Ho, ho, ho, to the bottle I go
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Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

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Offline Trivial Psychic

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Reinstalled my sound card drivers and OAL drivers right after posting that.  It solved the Direct Sound error message, so RC1 works, but WMC's build still crashes, but just the release build.  The debug build doesn't crash.  Oddly enough, I experienced the same situation with WMC's build from May 21st, where its release build crashes but the debug build runs properly.
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