Author Topic: Release 3.6.14 Release Candidate 1  (Read 34407 times)

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Offline chief1983

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Release 3.6.14 Release Candidate 1
RC2 here. Go there.


The long-awaited 3.6.14 RC1 build is here at last!
Previous 3.6.12 Release Thread

Important!!
As always, you need OpenAL installed.  Linux and OS X come with it but Windows users will need to get Creative's OpenAL installer.

Important!!
Also, since the internal code linking for TrackIR was revised, an external DLL is now required for FSO to use TrackIR functions.
The following DLL is simply unpacked in to you main FreeSpace2 root dir.
TrackIR is only supported on Windows.
TrackIR SCP DLL

Launchers, if you don't have one already:
Windows:  Launcher 5.5g (Mirror)
OS X:  Soulstorm's OS X Launcher 3.0
Linux:  YAL or by hand or whatever you can figure out.
All platforms:  wxLauncher (ongoing project for a unified launcher)

Known issues:
  • The now-standard Inferno builds have trouble converting retail pilots.  You might experience crashes.  Post logs.
  • See the list of Fix for next release bugs - mark a bug as an elevated priority (high, urgent, immediate) to get it included in that filter.
  • Here is the filter for Target 3.6.14 bugs.


Shaders
In order to leverage changes in the shader code since 3.6.12, these are to be used to over-ride the MediaVPs shaders or in use for any mods.
Includes the Animated/Cloakmap shaders as well as optimized pixel lighting fragment shaders.

Main_Shaders-3.6.14.zip
MD5: 4DC66A4114B6075B686797D381606144

WINDOWS Builds

Inferno Builds
If you don't know which one to get, get the third one (no SSE).  If you don't know what SSE means, read this: http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions
You can use freely available tools like CPU-Z to check which SSE capabilities your CPU has.

fs2_open_3_6_14_RC1.zip
This one is based on the SSE2 Optimizations from the MSVC Compiler.
MD5: 1390ba7a914dc715abdfcc91c141895d

fs2_open_3_6_14_SSE_RC1.zip
MD5: ad413a7187cabfe2c9ee98b13aa41902

fs2_open_3_6_14_NO-SSE_RC1.zip
MD5: 7ec47343472a78a68461f339e68b516b

What are those SSE and SSE2 builds I keep seeing everywhere?
Your answer is in this topic.


OS X Builds

Inferno Build
FS2_Open-3.6.14_RC1.dmg
MD5: 52cec209f6f115193263aa446a828419


LINUX Builds

Inferno Build
fs2_open_3.6.14_RC1.tar.bz2
MD5: f5f8544321833c46af3d7d1503fa446f

Source Code Export
pending
MD5:


Changelog since the last RC:
( Additionally, see here: 3.6.13 Changelog (since 3.6.12) )
Trunk SVN Log, 3.6.14 was branched at r7811, further logs for the 3.6.14 branch can be found at 3.6.14 SVN Log.
« Last Edit: October 23, 2012, 01:34:10 pm by chief1983 »
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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 bigchunk1

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Oh dang! It just went down!

Edit: is there any particular reason for this occasion?
« Last Edit: November 02, 2011, 09:59:45 pm by bigchunk1 »
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Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 
Re: Release 3.6.14 Release Candidate 1
Is the first Windows build listed SSE2?
Did you hear that fellas? She says I have a Meritorious Unit.

 

Offline niffiwan

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Re: Release 3.6.14 Release Candidate 1
Yep - SSE2 builds are now considered the default.
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 Fury

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Re: Release 3.6.14 Release Candidate 1
Why the builds are still being called Inferno builds even when there aren't even alternatives being provided anymore? Doesn't look like "INF" is part of file names anymore either.

  

Offline niffiwan

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Re: Release 3.6.14 Release Candidate 1
They are still Inferno builds (same compile options and increased limits)  :)   It's just that they've become the default build, therefore INF was removed from the filename.  If you want to build your own binaries the option to build NO-INF binaries (the old default) still exists (for now).  However a decision was made to not provide the NO-INF binaries as part of this release. 

edit: spelling!!
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 Firartix

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Re: Release 3.6.14 Release Candidate 1
Stupid question.... i don't notice any more SSE2 build...
does that mean the first, standard one is SSE2?

 

Offline niffiwan

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Re: Release 3.6.14 Release Candidate 1
Yep - SSE2 builds are now considered the default.
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 Fury

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Re: Release 3.6.14 Release Candidate 1
It's just that they've become the default build, therefore INF was removed from the filename
For very same reason I think they shouldn't be specifically categorized as Inferno builds anymore because any alternatives aren't being offered either. Not really important, but sometimes less is more when dealing with people new to FSO.

 

Offline Spoon

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Re: Release 3.6.14 Release Candidate 1
Good to see the sound code fix is in. The ingame sound is a lot more enjoyable this way.

Not waiting for shadows though?
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

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Re: Release 3.6.14 Release Candidate 1
No, unfortunately not. Shadows are still nowhere near being trunk-ready, let alone RC material.
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 karajorma

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Re: Release 3.6.14 Release Candidate 1
For very same reason I think they shouldn't be specifically categorized as Inferno builds anymore because any alternatives aren't being offered either. Not really important, but sometimes less is more when dealing with people new to FSO.

Yes but this is the big change over. If we suddenly stopped calling them Inferno Builds now we'd have the same issue we're having on the thread above with SSE2. By the time we get to the official build a short announcement that Inferno is now default should suffice. Something like :

"If you're a developer looking for an Inferno build, those features have now been merged into this build. Non-Inferno builds may be built on request if required for bug fixing"

Something like that makes it obvious that this isn't something newbies need care about. And by the time we move on to 3.6.16 or 3.7 we won't even bother with that.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Trivial Psychic

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Re: Release 3.6.14 Release Candidate 1
Does this have the pilot code from Antipodes 8?
The Trivial Psychic Strikes Again!

 

Offline The E

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Re: Release 3.6.14 Release Candidate 1
No. This is the last release to use the old pilot code, after that we'll merge the AP branch into trunk.
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 Crybertrance

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Re: Release 3.6.14 Release Candidate 1
Does this have shadows??
<21:08:30>   Hartzaden fires a slammer at Cybertrance
<21:09:13>   Crybertrance pops flares, but wonders how Hartzaden acquired aspect lock on a stealth fighter... :\
<21:11:58>   *** The_E joined #bp [email protected]
21:11:58   +++ ChanServ has given op to The_E
<21:12:58>   Hartzaden continues to paint crybertrance and feeding the info to a wing of gunships
<21:14:07>   Crybertrance sends emergency "IM GETING MY ASS KICKED HERE!!!!eleventy NEED HELPZZZZ" to 3rd fleet command
<21:14:50>   Hartzaden jamms the transmission.
<21:14:51>   The_E explodes the sun

 

Offline Deadly in a Shadow

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Re: Release 3.6.14 Release Candidate 1
"Ka-BOOOOOOOOM!!!!"
"Uh, Sir we can hear the explosion."
"No you can't, there is no air in space. Sound can't travel through a vacuum!"

 

Offline LHN91

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Re: Release 3.6.14 Release Candidate 1
I'll give this a run after my midterm this afternoon, see if any issues pop up.

 

Offline Nuke

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Re: Release 3.6.14 Release Candidate 1
did my armor patch make this?

i also want to verify the status of rtt cameras. there was an issue of a render frame call only using 1/8th of the resolution of the texture. im about to test this.

simple rtt debug script is fail.
what should happen:
 rear view camera texture should draw on hud and fill the box (as seen in 3.6.12).
what happens now:
 the screen is black, the empty box in which the texture should go still draws to the black screen.
 what should have been the contents of the texture is rendered in a tiny square it the bottom left of the screen,
 partially obscured by the box which denotes where the texture should draw.

Code: [Select]
;rtt test script
;creates a rear view camera, then renders it to texture
;this texture is drawn to fill the green and blue box on the hud
;image should completely fill the box

#Conditional Hooks
$Application: FS2_Open
$State: GS_STATE_GAME_PLAY
$On State Start:
[
tex = gr.createTexture(255,255,TEXTURE_DYNAMIC)
cam = gr.createCamera("rearview")
]
$On Frame:
[
ship = mn.Ships["Alpha 1"]
if cam:isValid() and ship:isValid() and tex:isValid() then
--attatch camera to the ship
cam.Self = ship
--point camera backwards
cam.Orientation = ba.createOrientation(0,0,math.pi)
cam.Position = ba.createVector(0,0,-15)
--set render target
gr.CurrentRenderTarget = tex
--backfill
gr.clearScreen(0,0,0,255)
--set camera
gr.setCamera(cam)
--draw scene
mn.renderFrame()
--reset camera
gr.setCamera()
--reset target
gr.CurrentRenderTarget = nil
--draw textures on hud
x1,y1,x2,y2 = 8, gr.getScreenHeight()-tex:getHeight()-8, tex:getWidth()+8, gr.getScreenHeight()-8
--draw debug square first
gr.setColor(0,0,255,255)
gr.drawRectangle(x1,y1,x2,y2,true)
gr.setColor(0,254,0,255)
gr.drawLine(x1-1,y1-1,x2+1,y1-1)
gr.drawLine(x1-1,y2+1,x2+1,y2+1)
gr.drawLine(x1-1,y1-1,x1-1,y2+1)
gr.drawLine(x2+2,y1-1,x2+2,y2+1) --draw primitives are still innacurately positioned, lol
--now draw the texture
gr.drawImage(tex,x1,y1,x2,y2)
end
]
$On State End:
[
tex:unload()
]
#end
« Last Edit: November 08, 2011, 01:47:30 pm by Nuke »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline Black Wolf

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Re: Release 3.6.14 Release Candidate 1
Not waiting for shadows though?

No, unfortunately not. Shadows are still nowhere near being trunk-ready, let alone RC material.

:yes:

There'll always be something new and awesome around the corner - waiting for every feature is a great way to never make it to release. Congrats to the SCP guys for doing what many campaigns can't and avoiding crippling feature creep.
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
Burn the heretic who killed F2S! Burn him, burn him!!- GalEmp

 
Re: Release 3.6.14 Release Candidate 1
It says "3.6.13:7903" on the bottom, when I launch the game with Windows 3.6.14 RC1.....
Can someone please confirm?