Author Topic: Release 3.6.14 Release Candidate 1  (Read 34400 times)

0 Members and 1 Guest are viewing this topic.

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Re: Release 3.6.14 Release Candidate 1
Thanks.
The Trivial Psychic Strikes Again!

 

Offline FSHero

  • 25
Re: Release 3.6.14 Release Candidate 1
Hello, I am having trouble running the 3.6.14 build on Kubuntu Linux 11.04 amd64.

I have already installed ia32-libs, and I recently installed (using getlibs) a few packages, whose names I cannot remember.

When I run the game, I get the following output on the command line:
Code: [Select]
./fs2_open_3.6.14_RC1: /usr/lib32/libstdc++.so.6: version `GLIBCXX_3.4.15' not found (required by ./fs2_open_3.6.14_RC1)

3.6.12 runs fine with exactly the same command line options.

People in #hard-light have suggested to compile the Linux executable from source code, but you have not provided any on this page.

System specs in brief:
OS: Kubuntu 11.04 amd64 (and Windows Vista, in which 3.6.14RC1 runs successfully)
Graphics card: ATi Radeon HD 5570
Graphics driver: the one provided by jockey-kde (Presumably fglrx 2:8.840-0ubuntu4; see http://packages.ubuntu.com/natty/fglrx)

Q1: could you tell me where I could find the source code? (is it in SVN?)
Q2: could anyone explain why 3.6.14RC1 is not working, but 3.6.12 is?

EDIT1:
Command line options:
Code: [Select]
./fs2_open_3.6.14_RC1 -spec -env -glow -missile-lighting -normal -3dshockwave -dualscanlines -targetinfo -rearm_timer -ship_choice_3d -weapon_choice_3d -3dwarp -snd_preload -fps -res 1680x1050 -mod mediavps_3612

 

Offline CaptJosh

  • 210
Re: Release 3.6.14 Release Candidate 1
You get the source code from a subVersion repository.
CaptJosh

There are only 10 kinds of people in the world;
those who understand binary and those who don't.

 

Offline Iss Mneur

  • 210
  • TODO:
Re: Release 3.6.14 Release Candidate 1
You get the source code from a subVersion repository.

Specifically, the SVN repository for the RC is found at: svn://svn.icculus.org/fs2open/branches/fs2_open_3_6_14/
"I love deadlines. I like the whooshing sound they make as they fly by." -Douglas Adams
wxLauncher 0.9.4 public beta (now with no config file editing for FRED) | wxLauncher 2.0 Request for Comments

 

Offline CaptJosh

  • 210
Re: Release 3.6.14 Release Candidate 1
Thanks for clarifying that. I didn't know, myself. I just know the overall SVN trunk, so I figured I'd err to the side of being general, as someone else had to know the specifics.
CaptJosh

There are only 10 kinds of people in the world;
those who understand binary and those who don't.

 

Offline FSHero

  • 25
Re: Release 3.6.14 Release Candidate 1
Hi guys; I decided not to go down the re-compile route yet; instead I tried to work with the current binary.

Using this suggestion, I ran
Code: [Select]
strings /usr/lib32/libstdc++.so.6and got this output:
Code: [Select]
GLIBCXX_3.4
GLIBCXX_3.4.1
GLIBCXX_3.4.2
GLIBCXX_3.4.3
GLIBCXX_3.4.4
GLIBCXX_3.4.5
GLIBCXX_3.4.6
GLIBCXX_3.4.7
GLIBCXX_3.4.8
GLIBCXX_3.4.9
GLIBCXX_3.4.10
GLIBCXX_3.4.11
GLIBCXX_3.4.12
GLIBCXX_3.4.13
GLIBCXX_3.4.14
GLIBCXX_FORCE_NEW
GLIBCXX_DEBUG_MESSAGE_LENGTH

No mention of GLIBCXX_3.4.15.

So I manually downloaded the libstdc++6 package for Oneric Ocelot (Ubuntu 11.10), and replaced the old /usr/lib32/libstdc++.so.6 and libstdc++.so.6.0.14 with
libstdc++.so.6 and libstdc++.so.6.0.16 from the Oneric 11.10 package.

Output of strings /usr/lib32/libstdc++.so.6 |grep GLIBCXX now includes the lines:
Code: [Select]
GLIBCXX_3.4.14
GLIBCXX_3.4.15
GLIBCXX_3.4.16
GLIBCXX_FORCE_NEW
GLIBCXX_DEBUG_MESSAGE_LENGTH
so promising.

However, when I run the fs2_open_3.6.14_RC1 executable, I get this error:
Code: [Select]
./fs2_open_3.6.14_RC1: error while loading shared libraries: libstdc++.so.6: wrong ELF class: ELFCLASS64I think this is because I symlinked my /usr/lib/libstdc++.so.6 to the one in /usr/lib/x86_64-linux-gnu/

So I instead symlinked /usr/lib/libstdc++.so.6 to /usr/lib32/libstdc++.so.6. Output:
mesh-c2q:~/freespace2$ ./run_fs2open_3.6.14RC1.sh
Code: [Select]
./fs2_open_3.6.14_RC1: error while loading shared libraries: libstdc++.so.6: cannot open shared object file: Permission denied
So tried running it in sudo:
Code: [Select]
sudo ./run_fs2open_3.6.14RC1.sh
Unrecognized command line parameter "-missile-lighting".  Ignoring...
Home directory /home/username not ours.
Home directory /home/username not ours.
Home directory /home/username not ours.
Home directory /home/username not ours.
./run_fs2open_3.6.14RC1.sh: line 4: 12551 Segmentation fault      ./fs2_open_3.6.14_RC1 -spec -env -glow -missile-lighting -normal -3dshockwave -dualscanlines -targetinfo -rearm_timer -ship_choice_3d -weapon_choice_3d -3dwarp -snd_preload -fps -res 1680x1050 -mod mediavps_3612
For a brief period, I saw a 1680x1050 window filled with black, as if the game were about to start. But then I get the segmentation fault.

For reference, I've been using a shell script to invoke the game executable:
Code: [Select]
#!/bin/bash

#cd ~/fs2open
./fs2_open_3.6.14_RC1 -spec -env -glow -missile-lighting -normal -3dshockwave -dualscanlines -targetinfo -rearm_timer -ship_choice_3d -weapon_choice_3d -3dwarp -snd_preload -fps -res 1680x1050 -mod mediavps_3612

Thoughts? If I have an opportunity tomorrow, I shall try to compile the code. Where should I start? Because when I paste http://svn.icculus.org/fs2open/branches/fs2_open_3_6_14/ into Firefox, I get a whole load of folders, and I don't see any files named "configure" nor "make".

P.S.: sorry for my newbieness; I have patchy experience with using Linux.
Also sorry for the wall of text.

 

Offline FSHero

  • 25
Re: Release 3.6.14 Release Candidate 1
Unrelated to my previous Linux-oriented posts, I just wanted to praise this release candidate on providing pleasant surround sound!

Speakers: (el-cheapo Logitech) 5.1 setup.
Soundcard: Realtek onboard audio ("MCP51 High Definition Audio"), part of the Asustek P5N-E SLI motherboard.
OS: Windows Vista 32-bit

Sounds such as gunfire is definitely panning around as I turn my ship.

There are a few minor problems: for instance, sometimes the sound stutters -- more noticeable when a voice is being played (e.g. when Command or wingmen speak). Also, I think some sounds are not playing; I'm not sure if this is because those sound sources are too far away, or because my soundcard is crap :P

I did not have to use the RealTek 3d Sound Back utility.

If you need me to test anything to do with 3d/surround sound, please get in touch.

EDIT: I forgot to mention, with the openal32.dll supplied by Creative Labs, I was getting crackling and harsh sounds from the speakers, overlaid on the proper ones (iirc). I found that using OpenALSoft solved all these problems, and got the 3d / surround sound working.

(Instructions: get file from http://kcat.strangesoft.net/openal.html, back up the OpenAL32.dll that is found in the Freespace 2 folder, extract openal-soft-1.13-bin\Win32\soft_oal.dll to the Freespace 2 folder, rename soft_oal.dll to OpenAL32.dll)
« Last Edit: November 27, 2011, 06:21:23 am by FSHero »

 

Offline jg18

  • A very happy zod
  • 210
  • can do more than spellcheck
Re: Release 3.6.14 Release Candidate 1
Thoughts? If I have an opportunity tomorrow, I shall try to compile the code. Where should I start? Because when I paste http://svn.icculus.org/fs2open/branches/fs2_open_3_6_14/ into Firefox, I get a whole load of folders, and I don't see any files named "configure" nor "make".
First, take a look at the FS wiki's notes on compiling FSO on Linux to make sure you have installed both Subversion and the necessary development libraries for compiling FSO. Before installing anything, though, update your local listing of the contents of your distro's repository by typing
Code: [Select]
sudo apt-get updateat a shell prompt. You'll be prompted to type your user password.

The wiki's instructions will have you download the code in trunk; to check out a copy of the code from the 3.6.14 branch, type
Code: [Select]
svn co svn://svn.icculus.org/fs2open/branches/fs2_open_3_6_14which will check out a copy and put it in a folder called fs2_open_3_6_14 in your current directory.

As for compiling, once you've checked out the code and installed the development libraries, type
Code: [Select]
./autogen.shIt looks like autogen.sh automatically runs configure for you.

If all goes well, the result will be a Makefile, at which point you can type
Code: [Select]
maketo compile FSO.

Hope that helps.

[Disclaimer: Although I've compiled software on Linux before, I've never compiled FSO specifically. ;)]

EDIT: When installing the development libraries (for Kubuntu, use the Ubuntu listing), you'll need to prefix the command with sudo (which means "do as superuser/administrator"), since you need administrator rights to install software. In other words, instead of typing
Code: [Select]
apt-get install etc. etc. type
Code: [Select]
sudo apt-get install etc. etc. and then type your user password when prompted.

Those pages would benefit from some revisions; it's on my TODO list but I'm not sure when I'll get to it. :doubt:
« Last Edit: November 26, 2011, 05:26:20 pm by jg18 »

 

Offline chief1983

  • Still lacks a custom title
  • Moderator
  • 212
  • ⬇️⬆️⬅️⬅️🅰➡️⬇️
    • Skype
    • Steam
    • Twitter
    • Fate of the Galaxy
Re: Release 3.6.14 Release Candidate 1
The current 3.6.14 Linux binaries were made with an older GCC than normally used on Ubuntu now as a workaround for a compilation issue.  That issue has since been more permanently fixed, and the next RC will be built with a newer GCC, so you might have more luck when it is released.  Emphasis on might.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline niffiwan

  • 211
  • Eluder Class
Re: Release 3.6.14 Release Candidate 1
I find that I can't run the 32bit pre-built Linux binaries on my 64bit Linux system, there's some library somewhere that doesn't seem to have a 32bit version (I didn't bother tracking it down, I just built from source - if we ever get around to building native Linux packages this problem will go away... fairly big ongoing task though to cover the major distros and their various current releases)

I also don't think that replacing your 11.04 libraries with 11.10 ones is a good idea, it may work, but it may equally break something horribly. 

Building FSO is pretty easy, between the wiki & jg18's instructions you should be able to get it figured out if you built other programs before.
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline FSHero

  • 25
Re: Release 3.6.14 Release Candidate 1
jg18: thanks very much for your clear instructions; I shall try to follow them later today! Certainly some point in the near future.

chief1983: eagerly awaiting the RC2!

niffiwan: true; I think I shall restore the original ones, in order to avoid breaking anything.

 

Offline Zacam

  • Magnificent Bastard
  • Administrator
  • 211
  • I go Sledge-O-Matic on Spammers
    • Steam
    • Twitter
    • ModDB Feature
Re: Release 3.6.14 Release Candidate 1
So, I had an absolute derp moment when I realized that the Official Shaders were not posted for linking in the first post. This has now been rectified.

The 3.6.12 MediaVPs shaders of course will and do still work, but they are not the most efficient when compared to these shaders.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 
Re: Release 3.6.14 Release Candidate 1
Hello, all! Very glad to see development on one of my favoritist games continues. . . Quick Question, though.

Where am I supposed to extract those new shaders to?? I assume they go into the MediaVPS_3612 folder? (No instructions on front page)

 

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
Re: Release 3.6.14 Release Candidate 1
Put em in Mediavps_3612 > Data > Effects


So I obtained a call stack of that bitmap handle crash I keep getting with RC1 debug when a ship explodes
http://pastebin.com/5Yq6bAxZ
Does this tell anyone anything? (I pm'd this to niffiwan already, but he seems busy with things as I haven't heard from him for a while now)
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: Release 3.6.14 Release Candidate 1
Unfortunately, no. The assertion is a standard bmpman sanity check; triggering it means that something has gone wrong somewhere else.

To elaborate, here's what's happening:
Whenever the engine loads a bitmap, it assigns a unique handle to that bitmap. The handle is generated by taking an internal counter multiplying it by the max number of bmpman slots and adding the number of the first free bitmap slot. Internally, the engine tracks bitmaps only by their handle; when it needs to get the actual data from the bitmap (when accessing a texture, for example), the handle is passed to bmpman (BitMaP MANager, the subsystem in charge of bitmap handling). bmpman then takes that handle, applies a modulo (Max number of bitmaps) operation to it, and gets the index into the bitmaps array to get to the actual data.

The sanity check it is tripping over here is a very simple comparison between the number passed to bmpman, and the handle of the bitmap actually present in the bitmap array at the index indicated by the passed map. If they are different, something is very definitely wrong.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
Re: Release 3.6.14 Release Candidate 1
Well what do I do then? I can't use debug because it crashes everytime a capital ship blows up. Nobody can reproduce the error and this call stack business turned out fruitless too.
Not being able to use debug for inmission errors is kinda putting a damper on development...


Edit: I am now 90% certain the crash is caused by framebuffer shockwaves...
« Last Edit: November 29, 2011, 01:22:31 pm by Spoon »
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline niffiwan

  • 211
  • Eluder Class
Re: Release 3.6.14 Release Candidate 1
I have some good news - I've managed to reproduce the bug, and I have a possible workaround  :) 

Remove this option in the launcher:

Enable Framebuffer Shockwave
Code: [Select]
-fb_explosions

It's worked for me so far, enable it and crash 3 times in a row.  Disable it and run normally 3 times in a row.

Edit: you're one step ahead of me  :D

Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
Re: Release 3.6.14 Release Candidate 1
Haha  :D
Thanks for confirming, I'm happy to see that it was not just me  :p
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 
Re: Release 3.6.14 Release Candidate 1
Put em in Mediavps_3612 > Data > Effects

Thank you, sir!

 
Re: Release 3.6.14 Release Candidate 1
Can that engine ripple effect be made optional? I hate it and it has a huge performance hit on my GPU.