Author Topic: The BP Compatibility package  (Read 20258 times)

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Offline The E

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The BP Compatibility package
So, unfortunately, there have been quite a few of you who are unable to play BP due to issues with the deferred render code.

This is a package that comments out those features so that BP can be played with regular Antipodes builds. Note that the official 3.6.16 Build WILL NOT WORK. We're using a few new mainhall features that require current features from svn to work, so you need to use builds from this forum. Grab the most recent build for your system, unpack it into your FS2 directory, select it in the Launcher, and you're good to go.

Now, because the stock Blue Planet files have a few features that will cause standard builds to error out, you will need these files as well: http://blueplanet.fsmods.net/BP%20Compatibility.7z
Unzip the archive, and place the folders in your FS2 directory. Windows will ask you whether or not to integrate stuff with directories that are already present, you need to give it permission to do so.


Do note that you will probably see a few glowpoints on models where there were none before; those were placed to pretty things up with the deferred lighting code.
« Last Edit: March 21, 2013, 10:20:42 am by The E »
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Online CT27

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Re: The BP Compatibility package
Just to be sure (sorry for a layman's question):  I should download both those links (I'm a Windows user)?

Where should I put the stuff in the second link?

 

Offline General Battuta

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Re: The BP Compatibility package
The first link is the compatibility files (which you need to have - please follow the directions under the link carefully), the second link is the build you should be using, which goes in the FS2 directory like any other build and should be selected as your current executable in the launcher.

 

Offline Black_Yoshi1230

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Re: The BP Compatibility package
I just wanted to say despite having to kill off all the shininess effects (and now I have to experiment if any at all will fit), it works on my craptop. Now I can refrain from recalling Richard Hammond and Patrick Stewart in my head about lights.

Spoiler:
A Not-So-Well-Lighted Typhon doesn't mesh well with internal thoughts and realities.

Spoiler:
THERE ARE FOUR LIGHTS! I lied about one part.
The MechWarrior 2 Resource Forum / Flyboy's Flight Sim + Aviation Page / Falcom Sound Team JDK / Jane's F/A-18 - Resources

&& "LAUNCH! LAUNCH! S__T WE'RE HIT! WE'RE TAKING CANNON FIRE! GET US THE HELL OUTTA HERE!" - The best Jane's Longbow 2 Co-Pilot Audio Clips.

|| BEAMS! DEATH BY BEAMS! <- Blue Planet: War in Heaven in a nutshell. (Phrase is adapted from the Freeman's Mind spinoff Barney's Mind, Episode 14: BEES! DEATH BY BEES!)

^ Give a kid a stick and tell him to beat up his enemies, he'll do it without a second thought. Give a kid a book and tell him to defeat his opponent, and he'll read the book, defeat the other's mind, and smack him on top of the head. Give a kid a flower, he'll force his opponent to eat it.

 

Offline Ariel

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Re: The BP Compatibility package
still not working:(

 

Offline The E

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Re: The BP Compatibility package
still not working:(

Thank you for that exhaustive and informative bug report.

Can you please give us some more information? Like, for example, an fs2_open.log (Instructions here)?
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Online CT27

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Re: The BP Compatibility package
It works for me now, thank you.  I'm really looking forward to playing BP.  Right now I just completed the mission where you escort the CO of the Sanctuary to the Temaraire.


 

Offline Black_Yoshi1230

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Re: The BP Compatibility package
I was going through Mission 20, all went smoothly until there was a plot crash which... (major spoils ahoy)

Spoiler:
... I call the "Curse of Sergei." The instant he shows up, the game crashes, but everything was cool for me up until that point. I cored the MacDuff and made the transport land.

I tried to reproduce the crash via debug, but I get...

Spoiler:
Radius <0.1f warnings for turrets and centrifuges upon loadup for the Morana MacDuff during mission loadup.


The closest I could get to trying was just after making the initial jump, then I had a warning box that had two options (not three): break into debug or quit.

The last warning I got and the fs2_open.log are attached.

A character (or major ship's) appearance causes a crash for me... again. It's like the plot is deliberately trying to stop me or something.

[attachment deleted by a basterd]
The MechWarrior 2 Resource Forum / Flyboy's Flight Sim + Aviation Page / Falcom Sound Team JDK / Jane's F/A-18 - Resources

&& "LAUNCH! LAUNCH! S__T WE'RE HIT! WE'RE TAKING CANNON FIRE! GET US THE HELL OUTTA HERE!" - The best Jane's Longbow 2 Co-Pilot Audio Clips.

|| BEAMS! DEATH BY BEAMS! <- Blue Planet: War in Heaven in a nutshell. (Phrase is adapted from the Freeman's Mind spinoff Barney's Mind, Episode 14: BEES! DEATH BY BEES!)

^ Give a kid a stick and tell him to beat up his enemies, he'll do it without a second thought. Give a kid a book and tell him to defeat his opponent, and he'll read the book, defeat the other's mind, and smack him on top of the head. Give a kid a flower, he'll force his opponent to eat it.

 

Offline niffiwan

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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 Doko

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Re: The BP Compatibility package
So, is this gonna continue to be supported in the future seeing as its pretty much a must have?

On this system:

i5 750 @ 2.7 (turbo 3.2)
4 gigs ram
Radeon HD5750

I did a small test with fred putting 2 sathanas facing and firing at each other. With this build I get constant 120fps vs 30fps with the build from this thread: http://www.hard-light.net/forums/index.php?topic=83318.0. The second the beams start charging the fps drops and plummets when all 8 beams are going off.

-mod blueplanet2,blueplanet,mediavps_3612 -nomotiondebris -3dshockwave -no_vsync -rearm_timer -ship_choice_3d -weapon_choice_3d -3dwarp -snd_preload -fps -ambient_factor 80 -spec_exp 11 -spec_point 0.3 -spec_static 0.8 -spec_tube 0.4 -ogl_spec 70

I realize that most of the time there isn't 2 sathanas nor 8 beams lightning up 2 enormous models, its just to illustrate how severe the performance drop is from one version to the other.




 
Re: The BP Compatibility package
Can I just say I love you? I'll go and try this out and get back to you on it.

 

Offline qwadtep

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Re: The BP Compatibility package
Thank god. I actually had a black screen bug when I was trying to land in Delenda Est, that was horrible.

Quick question: does the BGM in Icarus cut out at the second shot of Saturn for anybody else? It's probably just my computer but I might as well throw it out there just in case.

e: confirming Black_Yoshi1230's crash.  Mission 20 invariably CTDs when Sergei jumps in.
« Last Edit: February 06, 2013, 03:54:02 pm by qwadtep »

 
Re: The BP Compatibility package
I'm also confirming the sergei crash. The Macduff core was exposed and the transport was en route, then sergei jumps in muttering something 'bout his son and boop! we're at desktop.

This with the compat pack, GLSL disabled.

When loading with the debug build, following warning shows up:
Code: [Select]
Submodel <turret09-arm> in model <gefwarship.pof> has a radius <= 0.1f

KERNELBASE.dll! ReleaseMutex + 72 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! Warning + 495 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! read_model_file + 4365 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! model_load + 754 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! mission_parse_handle_late_arrivals + 186 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! mission_parse_maybe_create_parse_object + 369 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! post_process_ships_wings + 93 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! post_process_mission + 69 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! parse_mission + 1595 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! parse_main + 449 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! mission_load + 215 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! game_start_mission + 184 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! game_enter_state + 559 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! game_process_event + 242 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! game_main + 782 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! WinMain + 328 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! __tmainCRTStartup + 283 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! WinMainCRTStartup + 13 bytes
KERNEL32.dll! BaseThreadInitThunk + 14 bytes
ntdll.dll! RtlInitializeExceptionChain + 133 bytes
ntdll.dll! RtlInitializeExceptionChain + 88 bytes
Hitting no, we get:
Code: [Select]
Submodel <turret10-arm> in model <gefwarship.pof> has a radius <= 0.1f

ntdll.dll! NtWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! Warning + 495 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! read_model_file + 4365 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! model_load + 754 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! mission_parse_handle_late_arrivals + 186 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! mission_parse_maybe_create_parse_object + 369 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! post_process_ships_wings + 93 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! post_process_mission + 69 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! parse_mission + 1595 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! parse_main + 449 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! mission_load + 215 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! game_start_mission + 184 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! game_enter_state + 559 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! game_process_event + 242 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! game_main + 782 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! WinMain + 328 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! __tmainCRTStartup + 283 bytes
fs2_open_3_6_17_DEBUG_SSE2.exe! WinMainCRTStartup + 13 bytes
KERNEL32.dll! BaseThreadInitThunk + 14 bytes
ntdll.dll! RtlInitializeExceptionChain + 133 bytes
ntdll.dll! RtlInitializeExceptionChain + 88 bytes
And another one of these, and I assume that they don't stop coming.

I also attached the full log.

Other quick question, why is it mission 20? It's only your 3rd real mission, and mission ~7/8 if you count the opening cinematic and dreamscape.

[attachment deleted by a basterd]

 

Offline Dragon

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Re: The BP Compatibility package
The mission count treats the entire WiH2 as a whole. When counting from the first mission of WiH1, it's actually M20.

 
Re: The BP Compatibility package
Oh I see, thanks.

That about the crash? If the 'turretarm' being too small is the problem, is there a quick way I/we can notch it up? Or is that just a side effect of something deeper down?

  

Offline qwadtep

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Re: The BP Compatibility package
gefwarship.pof is the MacDuff, if it were the problem I would expect the CTD to occur much earlier.

 
Re: The BP Compatibility package
...soooo what do we do then? Maybe the compat packs forgot to modify Sergei's ship...?

 

Offline The E

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Re: The BP Compatibility package
They didn't "forget" anything. This is a new error that the engine wasn't checking for before. We didn't know it existed prior to this; we'll be putting out a fixed model soon.
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 
Re: The BP Compatibility package
Ok ok, I didn't mean 'forget' in a 'bad' way, I was just speculating since I wanted to keep going with the story. I wouldn't blame you guys even it were the case, I mean you guys really don't have to take the time to throw these packs out there for us. But why would it crash upon sergei's arrival, and not after you exit the jump though?

 

Offline qwadtep

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Re: The BP Compatibility package
...soooo what do we do then? Maybe the compat packs forgot to modify Sergei's ship...?
Sergei's ship is a Ulysses and changing it to something else doesn't fix the CTD, meaning the problem isn't there either. It's definitely tied to Sergei's arrival somehow but nothing I do seems to fix it. I'll try just cutting him out of the mission later.