Author Topic: Nightly (Windows): 14 Jul 2009 - Revision 5437  (Read 3675 times)

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Offline SirKnightly

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Nightly (Windows): 14 Jul 2009 - Revision 5437
Here is the nightly for Windows on 14 Jul 2009 - Revision 5437

fso-WIN-20090714_r5437.7z
MD5Sum

Code: [Select]
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r5435 | portej05 | 2009-07-13 10:48:38 -0500 (Mon, 13 Jul 2009) | 1 line
Changed paths:
   M /trunk/fs2_open/code/freespace2/freespace.cpp
   M /trunk/fs2_open/code/hud/hud.cpp
   M /trunk/fs2_open/code/hud/hud.h
   M /trunk/fs2_open/code/hud/hudescort.cpp
   M /trunk/fs2_open/code/hud/hudparse.cpp
   M /trunk/fs2_open/code/hud/hudparse.h
   M /trunk/fs2_open/code/hud/hudshield.cpp
   M /trunk/fs2_open/code/hud/hudtarget.cpp
   M /trunk/fs2_open/code/parse/sexp.cpp
   M /trunk/fs2_open/code/ship/ship.h
   M /trunk/fs2_open/code/species_defs/species_defs.h

NEW_HUD Removal commit
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r5436 | Sushi | 2009-07-13 15:08:32 -0500 (Mon, 13 Jul 2009) | 1 line
Changed paths:
   M /trunk/fs2_open/code/ai/ai.h
   M /trunk/fs2_open/code/ai/ai_profiles.cpp
   M /trunk/fs2_open/code/ai/ai_profiles.h
   M /trunk/fs2_open/code/ai/aibig.cpp
   M /trunk/fs2_open/code/ai/aicode.cpp
   M /trunk/fs2_open/code/globalincs/def_files.cpp
   M /trunk/fs2_open/code/globalincs/pstypes.h
   M /trunk/fs2_open/code/math/staticrand.cpp
   M /trunk/fs2_open/code/math/staticrand.h
   M /trunk/fs2_open/code/math/vecmat.cpp
   M /trunk/fs2_open/code/math/vecmat.h

Additional AI code, including stuff taking advantage of glide and sidethrust. Includes: Flag for allowing fighters to dodge vertically as well as horizontally, "stalemate detection" to help AI break out of circle fights and other stalemate situations, "glide attack" where AI fighters will use glide to fly away while shooting back at you, "circle strafe" where AI fighters will use sidethrusters to jink around while shooting, and an (incomplete) version of "glide strafe" that allows fighters/bombers to use glide to attack capital ships. All new stuff is off by default, and can be turned on with AI_Profiles flags.
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r5437 | Echelon9 | 2009-07-13 15:33:43 -0500 (Mon, 13 Jul 2009) | 1 line
Changed paths:
   M /trunk/fs2_open/code/ai/aicode.cpp

Ensure Sushi's latest AI changes work with gcc, as well as Visual Studio
------------------------------------------------------------------------



 

Offline Aardwolf

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Re: Nightly (Windows): 14 Jul 2009 - Revision 5437
Question regarding the 'stalemate' detection: is it just a boolean condition of some sort, or does it evaluate over time somehow?

(in other words, how does it work?)

 

Offline Sushi

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Re: Nightly (Windows): 14 Jul 2009 - Revision 5437
Question regarding the 'stalemate' detection: is it just a boolean condition of some sort, or does it evaluate over time somehow?

(in other words, how does it work?)

http://hard-light.net/wiki/index.php/Ai_profiles.tbl#.24Stalemate_Time_Threshold:

There are two values in AI_Profiles that control it. $Stalemate Time Threshold and $Stalemate Distance Threshold. Basically, if the AI ship is within the distance threshold for longer than the time threshold without either ship hitting the other, it's a "stalemate" and the AI might do something to shake things up.

EDIT: The other new features are also documented on the same wiki page (everything is controlled via AI Profiles).

 

Offline Rodo

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Re: Nightly (Windows): 14 Jul 2009 - Revision 5437
Don't know if this should go here but well, anyway.. I just downloaded this build to play the new campaign shiv released yesterday linky

Right from the start I noticed something was wrong with the sound effects, particularly with the message sounds.. it seems that somehow when you replay the mission (I mean you play a couple of sec's and then you hit the escape key and select to replay mission) the game starts using another sound from the one that it's actually supposed to use, instead of using the empty message sound it was using the "I'm going down!" message from the wingmen everytime a message came in.

This happened with most of the missions of the campaign, and I wasn't sure if it was the build or my FS install, so I tested with the recommended build for the campaign clicky one the same mission and all went smoothly.

I got curious and switched back to retail, created a new pilot and tested with 5437 the retail campaign and the same thing happened, I started the training mission and then I just hited esc and selected to replay and after that no more dialogue, this until I closed FS and opened it again, then I worked just fine.

EDIT: this are my specs..

C:\Games\FreeSpace2\FS2_OPEN.exe -mod mediavps -spec -glow -env -mipmap -nomotiondebris -noscalevid -missile_lighting -normal -3dshockwave -cache_bitmaps -dualscanlines -targetinfo -orbradar -rearm_timer -ballistic_gauge -ship_choice_3d -weapon_choice_3d -3dwarp -warp_flash -snd_preload  -ambient_factor 50 -spec_exp 11 -spec_point .6 -spec_static 1 -spec_tube .5 -ogl_spec 82 -fov .88
el hombre vicio...

 

Offline GTSVA

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Re: Nightly (Windows): 14 Jul 2009 - Revision 5437
So we use this over RC3?
What's up?

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Offline chief1983

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Re: Nightly (Windows): 14 Jul 2009 - Revision 5437
For what?  Apparently not, there still seems to be some issues.  That last one should probably be put in Mantis, unless someone's going to remember to look at it.
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Offline Rodo

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Re: Nightly (Windows): 14 Jul 2009 - Revision 5437
Sorry, can't do that right now... there seems to be an issue in mantis registration process, I don't get an email for the activation of the account.
Still I can provide with every detail to anyone with an account willing to paste this somewhere over there.
el hombre vicio...

 

Offline High Max

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Re: Nightly (Windows): 14 Jul 2009 - Revision 5437
Are these new features that are released in Nightly builds not appearing as flags in the launcher? I wonder why they don't appear under gameplay or experimental. Or is my laucher out of date? I have 5.5d.
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Offline Aardwolf

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Re: Nightly (Windows): 14 Jul 2009 - Revision 5437
Did you actually bother to select the right .exe file?

Edit: er... never mind, these don't create new launcher flags. In fact

*snip*
(everything is controlled via AI Profiles).

It's one of the optional .tbl files.

 

Offline Dilmah G

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Re: Nightly (Windows): 14 Jul 2009 - Revision 5437
Does anyone have any recommended values for Sushi's changes? I'm really no expert when it comes to those kind of things.
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Offline Commander Zane

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Re: Nightly (Windows): 14 Jul 2009 - Revision 5437
What Rodo said about the sounds, same thing happens to me, played Blue Planet, every message that played on a particular mission was the garbled noise the Duke makes.

 

Offline High Max

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Re: Nightly (Windows): 14 Jul 2009 - Revision 5437
@Aardwolf: Of course. I selected it and then click "apply".

Attachment below:

Edit: Whoops, you edited your posted before I sent this, I think.

[attachment deleted by MSC
« Last Edit: July 14, 2009, 09:48:18 pm by High Max »
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Offline Aardwolf

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Re: Nightly (Windows): 14 Jul 2009 - Revision 5437
What Rodo said about the sounds, same thing happens to me, played Blue Planet, every message that played on a particular mission was the garbled noise the Duke makes.

That must have been HORRIBLE. The first time I played Blue Planet, I started it around 10 PM. Once I got to that mission, and heard that sound effect, I COULD NOT SLEEP.

Edit: and it only ever played like twice, anyway

 

Offline Sushi

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Re: Nightly (Windows): 14 Jul 2009 - Revision 5437
Does anyone have any recommended values for Sushi's changes? I'm really no expert when it comes to those kind of things.

I do! :p Naturally, the "right" settings depend on the mod and what you're trying to accomplish. Experimentation is best, of course, but I can point you in the right direction if you want. PM me or catch me on IRC for free AI feature advice. :)


 

Offline Dilmah G

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Re: Nightly (Windows): 14 Jul 2009 - Revision 5437
:P I did a bit of trial and error and got some settings I'm comfortable with, balancing it for medium difficulty. However most of those features seem like things that'd only really be visible when playing Diaspora or BtRL. I'm keen to see the Shivans using them however.
Trendy Lefty. Good music from a good friend of mine.

Freespace Rap: http://www.hard-light.net/forums/index.php/topic,62924.0.html

The Fighter Pilot Series: http://www.hard-light.net/forums/index.php?topic=72431.msg1431423#msg1431423

The word 'Yo' is only ever to be used as a singular greeting.
It is considered an insult to destroy a perfectly acceptable greeting by misuse. A 'Yo-Yo' is a toy spun from the index finger by small children and enthusiasts,
any such use as a greeting will result in prompt reprimand by any member of the 'African-American' or 'Sri-Lankans-who-think-they're-black' community

Fury`: if General Krav Maga wouldn't be enough, beating up 16 teenagers is going to get me into jail :p /
BlackMan: Maybe if you turned into pedobear you'd be more of a threat

 

Offline Commander Zane

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Re: Nightly (Windows): 14 Jul 2009 - Revision 5437
What Rodo said about the sounds, same thing happens to me, played Blue Planet, every message that played on a particular mission was the garbled noise the Duke makes.

That must have been HORRIBLE. The first time I played Blue Planet, I started it around 10 PM. Once I got to that mission, and heard that sound effect, I COULD NOT SLEEP.

Edit: and it only ever played like twice, anyway
It was a "chatty" mission. :P

 

Offline karajorma

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Re: Nightly (Windows): 14 Jul 2009 - Revision 5437
What Rodo said about the sounds, same thing happens to me, played Blue Planet, every message that played on a particular mission was the garbled noise the Duke makes.

Hmmmm. Sounds like something is wrong with the Dynamic Messages code. I'll look into this.

EDIT. Hang on a sec. The messages themselves were correct? It was just the audio that was garbled?
« Last Edit: July 15, 2009, 08:15:05 am by karajorma »
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Offline Commander Zane

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Re: Nightly (Windows): 14 Jul 2009 - Revision 5437
The dialogue was all good, just the message audio would be in some random sound.

 

Offline karajorma

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Re: Nightly (Windows): 14 Jul 2009 - Revision 5437
Should be fixed in tonights nightly.
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