Author Topic: Release 3.6.14 Release Candidate 1  (Read 34397 times)

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Offline Iss Mneur

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Re: Release 3.6.14 Release Candidate 1
What causes that!?
Strictly speaking, it means that the bitmap handler doesn't have the bitmap that it thinks it does, which can be anything from running out of bitmap handles to bad formatting of the textures to a screwup in the code somewhere, without an example that does it reliably we are just guessing.

That code is literally called from dozens of places, but until spoon files a mantis report with reproduction information there is nothing that we can do.
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Offline Spoon

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Re: Release 3.6.14 Release Candidate 1
That one does not have a single cause. Complaining that it's not been fixed is like complaining that sudden crashes while playing hasn't been fixed!
Reporting and asking why = complaining now? With this attitude I'm becoming less and less inclined to even bother trying to help.

That code is literally called from dozens of places, but until spoon files a mantis report with reproduction information there is nothing that we can do.
Oh I see, a crash that several people have encountered over time has somehow become my sole responsibility to track down.
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
....


Could we please not have drama about this? Please?

First of all, Spoon, saying
Quote
Is this one still not fixed? How long have we been encountering this one?

really does sound an awful lot like complaining.

Second, whatever the cause of this bug is, it's not reproducible on standard FS2, but requires some arcane combination of assets to get it to appear. I know that for a time, BP:WiH2 caused it, and I tried to address that issue in code, which seemed to make it go away. I still do not know exactly what happened, and my fixes were blind guesses as to what was happening. As with any bug, being able to reproduce it is key to being able to fix it, and in this case, I suspect that the actual cause of the bug is far removed from the Assert that is triggered; as such, tracing it is a nontrivial process. So please, if you have a test case that can reliably reproduce the issue, please share it. We literally can't do anything about this otherwise, unless some other team stumbles across this issue by chance.
If I'm just aching this can't go on
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Offline karajorma

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Re: Release 3.6.14 Release Candidate 1
Reporting and asking why = complaining now? With this attitude I'm becoming less and less inclined to even bother trying to help.

Your earlier post did sound a bit like a complaint to me but it's possible I was reading it wrong. If so I apologise.

Oh I see, a crash that several people have encountered over time has somehow become my sole responsibility to track down.

As I pointed out in my first post there is more than one cause for this problem. There is no guarantee that whatever is causing their crashes is causing yours. So you can wait for someone else to get an issue, let a coder solve it and then still find you're getting a crash because there was more than one issue.
« Last Edit: November 14, 2011, 07:07:09 am by karajorma »
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Offline Spoon

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Re: Release 3.6.14 Release Candidate 1
....


Could we please not have drama about this? Please?
Well if Karajorma could stop jumping at everything I post  :blah:


First of all, Spoon, saying
Quote
Is this one still not fixed? How long have we been encountering this one?

really does sound an awful lot like complaining.
It sounds like 2 questions to me.

Second, whatever the cause of this bug is, it's not reproducible on standard FS2, but requires some arcane combination of assets to get it to appear. I know that for a time, BP:WiH2 caused it, and I tried to address that issue in code, which seemed to make it go away. I still do not know exactly what happened, and my fixes were blind guesses as to what was happening. As with any bug, being able to reproduce it is key to being able to fix it, and in this case, I suspect that the actual cause of the bug is far removed from the Assert that is triggered; as such, tracing it is a nontrivial process. So please, if you have a test case that can reliably reproduce the issue, please share it. We literally can't do anything about this otherwise, unless some other team stumbles across this issue by chance.

Aright, that's clear enough and answers my question.

Your earlier post did sound a bit like a complaint to me but it's possible I was reading it wrong. If so I apologise.
Well apology accepted, but you really ought to stop jumping on every post I make. Cause inbetween this post and the last 2 encounters we had it's really hard for me not to have this feeling you got this personal grudge against me. (and after that lovely pm exchange we had, I'm pretty sure that you do tbh.)
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 karajorma

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Re: Release 3.6.14 Release Candidate 1
Nope, no issue. My list of enemies is short (and getting shorter by the day as The Plan reaches completion.) :p
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Offline Spoon

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Re: Release 3.6.14 Release Candidate 1
Nope, no issue. My list of enemies is short (and getting shorter by the day as The Plan reaches completion.) :p
  :shaking:
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 Spoon

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Re: Release 3.6.14 Release Candidate 1
Dubble posting because I can.
I actually do have a reproduceable situation of this crash, in debug it always seems to happen right when a capital ship is about to blow up.
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

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Re: Release 3.6.14 Release Candidate 1
If you have a test mission that produces the error, and that you can share with us, that would greatly help in finding & solving the issue.
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Offline Spoon

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Re: Release 3.6.14 Release Candidate 1
If you have a test mission that produces the error, and that you can share with us, that would greatly help in finding & solving the issue.
I'd love to, but you'd need the whole wod2 svn to play the mission. (which I wouldnt mind sharing to the coders that are interested in trying to fix this thing)
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

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Re: Release 3.6.14 Release Candidate 1
I'm happy to have a go at solving the issue - how do I access the wod2 svn?  :)
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

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Re: Release 3.6.14 Release Candidate 1
I'm happy to have a go at solving the issue - how do I access the wod2 svn?  :)
Shooting you a pm asap
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 SypheDMar

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Re: Release 3.6.14 Release Candidate 1
Here's a bug. When using the F3 ship lab, open a box (e.g. Class Description) and try to close it. It won't work. 3.6.12 had it working before.


EDIT: New bug. F3 to Weapons to Lasers to Subach HL-7. Click on Class Variables. Crash. Doesn't happen in 3.6.12.

 

Offline The E

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Re: Release 3.6.14 Release Candidate 1
Here's a bug. When using the F3 ship lab, open a box (e.g. Class Description) and try to close it. It won't work. 3.6.12 had it working before.


EDIT: New bug. F3 to Weapons to Lasers to Subach HL-7. Click on Class Variables. Crash. Doesn't happen in 3.6.12.

Both fixed in 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

 
Re: Release 3.6.14 Release Candidate 1
Noticed some quirks with the new HUD. Some of these observations aren't new and found back in the latest antipodes 7 release but since I got something to say about this release as well, I'll stick them in here.

-The 'killed by' and 'viewing from' messages are colored red instead of being the same color as the messages. If that's how it's supposed to be, then fine.
-The 'killed by' and 'viewing from' messages are placed higher than usual. The 'viewing from' message in particular gets in the way of the messages.
-The 'killed by' message no longer shows up in 3.6.14 RC1. This was a bug somewhere in antipodes 7 that got fixed but for some reason it resurfaced.
-The first line of messages is slightly cut off at the top when there's three lines of messages present.
-The 'Message' label of the head ani is slightly displaced.

Also, I noticed a bug with 3.6.12 (also from retail?) where the 'viewing from' message (and I assume also the 'killed by' message) is initially colored deep green then only uses the user defined color when a message shows up.

 

Offline Cyker

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Re: Release 3.6.14 Release Candidate 1
Got a weird problem;
 
I downloaded the RC and Launcher 5.5g, but when I try to set fs2_open_3_6_14_RC1.exe as the Freespace executable it churns away for a bit and then crashes with the good ol' "Launcher.exe has generated errors and will be closed by Windows" dialog.

Anyone else had this...?

Not sure if it's of any relevence but my system is Win2K SP4 with a GeForce 7950GT (Forceware 172.28)

The actual game will run fine if I run it manually (with linux-long command line params ;))
« Last Edit: November 18, 2011, 05:42:49 pm by Cyker »

 

Offline The E

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Re: Release 3.6.14 Release Candidate 1
We do not support Win2K actively. There may be issues with that OS and the OS version the Launcher is compiled against.
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 Cyker

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Re: Release 3.6.14 Release Candidate 1
Couldn't say; It's fine with .12...  I suspect it's crapping out when retrieving the options in .14 so there may be some issue with whatever entrypoint it uses to pull the options list?


Also, I've noticed some odd glitches with the sound; It's like it's running out of channels, or sometimes not loading the sound file at all.
In the newly voice acted Fall of Epsilon Peg for instance, the briefings sometimes have not voice, but if i play the mission, die then restart they suddenly will or vice versa.
In game, I sometimes notice certain weapons/effects (e.g. afterburner, collision, shield) will lose their sounds, but sometimes get it back later!
« Last Edit: November 18, 2011, 06:48:17 pm by Cyker »

 

Offline Trivial Psychic

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Re: Release 3.6.14 Release Candidate 1
Is there any possibility of getting another updated build (or possibly another Nightly) as there are fixes to a series of FRED bugs pertaining to jumpnodes in Head that need testing, and I'm afraid that I'm not set up to compile FRED myself.
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Offline mjn.mixael

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Re: Release 3.6.14 Release Candidate 1
Jump nodes aren't broken in RC .14 though. That's only in Trunk. Check your PMs, I'll send you my FRED build.
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