Author Topic: Release 3.6.14 Release Candidate 6  (Read 48230 times)

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Offline Alan Bolte

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Re: Release 3.6.14 Release Candidate 6
I'd just like to mention that the sound issues I was having with early RCs were somehow fixed by reinstalling OpenALSoft. I think it must be a newer version, but I couldn't find version numbers.
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Offline jg18

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Re: Release 3.6.14 Release Candidate 6
I'd just like to mention that the sound issues I was having with early RCs were somehow fixed by reinstalling OpenALSoft. I think it must be a newer version, but I couldn't find version numbers.
You should be able to find the version number of OpenAL Soft in an FSO debug log if nowhere else.

  
Re: Release 3.6.14 Release Candidate 6
Got this when loading the mission briefing (SM2-01, The Battle of the Wilderness)

Code: [Select]
Starting Wing 'Beta' has more than 'MAX_WING_SLOTS' ships

ntdll.dll! NtWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! Warning + 430 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! ss_init_wing_info + 337 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! ship_select_init_team_data + 184 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! ship_select_common_init + 115 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! common_select_init + 254 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! brief_init + 529 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! game_enter_state + 661 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! game_process_event + 318 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! game_main + 782 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! WinMain + 330 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

Actually I just get a black screen and the music keeps playing. By ctrl-alt-deleting I was able to see the above "message".

 

Offline Goober5000

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Re: Release 3.6.14 Release Candidate 6
Try this build and see if you still do.  I didn't, when I tested just now.
http://staff.hard-light.net/goober5000/temp/r8994.zip

If you still do, you may have local modifications to your mission file.

 
Re: Release 3.6.14 Release Candidate 6
Yup, that seems to fix it.

 

Offline Iss Mneur

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Re: Release 3.6.14 Release Candidate 6
Okay!

More sound code changes related to 2266. This one shouldn't mess up anyone's sound cards.  A build with the change can be found here (its an RC6 build).  If you need a patch or want a mission to test with checkout the 2266 on mantis.
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Re: Release 3.6.14 Release Candidate 6
why are lightshafts in svn but not in the RCs? Just Curious.

 

Offline niffiwan

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Re: Release 3.6.14 Release Candidate 6
RC generally means a feature freeze, and lightshafts weren't added to trunk until after the RC phase started.
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Re: Release 3.6.14 Release Candidate 6
so how many RC's does FSO normally go through?

is it a set number or some thing vague like "enough" or "as many as it takes"?

 

Offline z64555

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Re: Release 3.6.14 Release Candidate 6
so how many RC's does FSO normally go through?

is it a set number or some thing vague like "enough" or "as many as it takes"?

As many as it takes. RC means Release Candidate, as in. If there's any showstopping bugs (crashes, serious perfance eaters, etc.) in this one, there's going to be another RC version.

The RC that doesn't have any showstopping bugs is the one that's solidified as the new version.
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Offline niffiwan

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Re: Release 3.6.14 Release Candidate 6
fingers crossed for RC7

Speaking of which - any help with testing the remaining two bugs we want to fix before RC7 is released would be appreciated:

Okay!

More sound code changes related to 2266. This one shouldn't mess up anyone's sound cards.  A build with the change can be found here (its an RC6 build).  If you need a patch or want a mission to test with checkout the 2266 on mantis.

and

http://scp.indiegames.us/mantis/view.php?id=2417
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----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
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Offline Goober5000

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Re: Release 3.6.14 Release Candidate 6
Yeah, those two bugs are just about the only things holding up the release.

 

Offline Vakarias

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Re: Release 3.6.14 Release Candidate 6
Can't wait to actually be able to play the newer builds. All versions past 3.6.7 seem to instafail; my MBP's 10.6.8 OSX seems to deny the Inferno .app has ever been opened whatsoever. Supposedly it's an "error 255" or something, according to wxlauncher. Somehow I find this an appropriate description for my efforts:  :banghead:

Any ideas on what I should do? I'd love to be able to play without instantly crashing to desktop on a very picky hair-trigger – FSO 3.6.7 freezes when I take a missile to the face or other large, fast-moving capital salvo, but only sometimes. Somehow it actually runs more smoothly with VBO's disabled and -glow -spec -RLM -orbradar -smart_shields flags added. However there are still moments where nebula lightning and Shivan beams can cause an unpredictable CTD. I do hope that this won't remain the case if I can get a newer build running. I won't even dare to try and set up FSO on my PC, since it has weird problems with very specific things (Here's a pretty good puzzler; my computer can run Homeworld: Cataclysm with absolute ease, but it is completely incapable of running Homeworld 2. This is on Windows 7. My computer can run Skyrim without requiring any third-party graphical acceleration programs.)

So anywho, I'm downloading this release candidate and I hope it fares better than the current 3.6.12 version.
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Offline MatthTheGeek

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Re: Release 3.6.14 Release Candidate 6
Wait what. 3.6.7 ? What year is this.

There should be absolutely no reason to use such an old, outdated and buggy build over at least 3.6.12. Even my crapbook with an intelgrated 945 can run it flawlessly (or at least within expectable performance regarding the sh*tty hardware in question). And IIRC there are people out there that still run FSO on computers that used to run retail back in '99.

What kind of hardware are you trying to run this on ? If you can run .7, you should be able to generate a debug log with whatever debug build this archeological release came up with.

Also, obvious question that I have to ask, but have you checked that your drivers are up-to-date ?
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Offline Echelon9

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Re: Release 3.6.14 Release Candidate 6
Wait what. 3.6.7 ? What year is this.

There should be absolutely no reason to use such an old, outdated and buggy build over at least 3.6.12. ...
What kind of hardware are you trying to run this on ? If you can run .7, you should be able to generate a debug log with whatever debug build this archeological release came up with.

Also, obvious question that I have to ask, but have you checked that your drivers are up-to-date ?

Mac OS X, so no standalone drivers. However, you're right that an update to a more recent releaased build (or the RCs) is the right move here.

 

Offline Stuger

  • 22
Re: Release 3.6.14 Release Candidate 6
Hey all

Just installed RC6, tried training and first mission.

I have the same problem as FSW, engine glow is visible in a not-very-pretty way through ships' hulls at certain distances (not point blank but a bit further)
Noticed it with amazon, myrmidon and hercs. Must have something to do with the engine distortion effect (which otherwise is an extremely cool addition!)

Also the radio msg animations cause stuttering, is fixed by removing it from hud options, but i guess this is known.

Will test more :)

EDIT:

Engine glow problem seems connected to soft particles, problem solved by turning it off

Also in first training mission, instructor seems to have a problem with the match speed order. Even if match speed is on, he notifies that I should match my speed with him. Speeds to not match perfectly, because instructor is turning around and speed is fluctuating. Eventually the mission continues though, when the speed is perfectly matched. :)

EDIT 2:

Weird explosions?

I noticed that when destroying a moving target (amazon in this case) and not adding extra damage (which would blow it up on the spot) then as you know the target spins around before exploding. Well there are two explosions simultaneously: one where the target is and one where the target _was_ when it reached 0% hull.

This seems to be the case with mediavps on, even with release 3.6.12, but when they are off the explosions are normal.

Don't you think that is kinda weird?

EDIT 3:

Mission "Mystery of the Trinity":

At the start, wingman groups moving out one by one is jerky, compared to original campaign. Not sure if anything can be done with that though :)
Also the Aquitaine's slight turn, meant to produce feeling of takeoff, isn't quite as smooth as in original.

EDIT 4:

Mission "Slaying Ravana":

Default secondary loadout for wingmen is screwed. On racks with cyclops only 2 are loaded instead of 7.
« Last Edit: July 25, 2012, 08:19:08 pm by Stuger »

 

Offline Dragon

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Re: Release 3.6.14 Release Candidate 6
Regarding Edit 2, it's because of the explosions script. I'm not sure if anything can be done about it.

 

Offline mjn.mixael

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Re: Release 3.6.14 Release Candidate 6
Likely because once a ship becomes 'not a ship' and/or some form of debris.. scripting can't access it's location and can't update the explosion location.
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Offline m!m

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Re: Release 3.6.14 Release Candidate 6
I noticed this some time ago and I took a look at the script to find the cause and it seems like that behavior is actually intentional as the script stores the position of the ship at the time when it started exploding which is why I'm not sure if this is a bug or a feature :nervous:

 

Offline mjn.mixael

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Re: Release 3.6.14 Release Candidate 6
if it can be fixed.. it's definitely a bug
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