Author Topic: Nightly (Windows): 12 May 2015 - Revision 5dfbc6d  (Read 3298 times)

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Offline SirKnightly

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Nightly (Windows): 12 May 2015 - Revision 5dfbc6d
Here is the nightly for Windows on 12 May 2015 - Revision 5dfbc6d

Open non-feature issues in Mantis: 123

Group: Standard
fso_Standard_20150512_5dfbc6d.7z
MD5Sum

Group: NO-SSE
fso_NO-SSE_20150512_5dfbc6d.7z
MD5Sum

Group: AVX
fso_AVX_20150512_5dfbc6d.7z
MD5Sum

Group: SSE
fso_SSE_20150512_5dfbc6d.7z
MD5Sum

Code: [Select]
------------------------------------------------------------------------
commit 90c8025
Author: SamuelCho <Fri May 8 21:55:28 2015 -0700>
Commit: SamuelCho <Fri May 8 21:55:28 2015 -0700>

    Code cleanup before the big soft shadows and deferred lighting merge into master.
 code/globalincs/pstypes.h     |  8 ----
 code/globalincs/vmallocator.h |  1 -
 code/graphics/2d.cpp          | 59 ------------------------------
 code/graphics/grbatch.cpp     | 85 -------------------------------------------
 code/lab/lab.cpp              |  1 +
 code/model/model.h            |  3 --
 code/model/modelinterp.cpp    | 22 +++++------
 code/model/modelread.cpp      | 33 +----------------
 code/model/modelrender.cpp    |  6 +--
 9 files changed, 16 insertions(+), 202 deletions(-)

------------------------------------------------------------------------
commit 520b894
Author: SamuelCho <Fri May 8 21:21:20 2015 -0700>
Commit: SamuelCho <Fri May 8 21:21:20 2015 -0700>

    Fixed warnings related to graphics code additions.
 code/bmpman/bmpman.cpp                   | 16 ++++++++--------
 code/globalincs/profiling.cpp            |  6 +++---
 code/graphics/2d.cpp                     |  6 +++---
 code/graphics/grbatch.cpp                |  1 -
 code/graphics/gropengldraw.cpp           |  4 +---
 code/graphics/gropenglpostprocessing.cpp |  3 +--
 code/graphics/gropengltnl.cpp            |  4 ++--
 code/graphics/shadows.cpp                |  5 -----
 code/lighting/lighting.cpp               |  8 +++-----
 code/model/modelinterp.cpp               | 19 ++++++++-----------
 code/model/modelread.cpp                 |  1 -
 code/model/modelrender.cpp               |  5 -----
 code/ship/ship.cpp                       |  1 -
 code/weapon/trails.cpp                   |  1 -
 14 files changed, 29 insertions(+), 51 deletions(-)

------------------------------------------------------------------------
commit 6da0d16
Author: Swifty <Sat May 2 17:18:51 2015 -0700>
Commit: Swifty <Sat May 2 17:18:51 2015 -0700>

    Fixed compilation issues.
 code/model/modelread.cpp | 126 +++++++++++++++++++++++++----------------------
 code/ship/ship.cpp       |   2 -
 2 files changed, 67 insertions(+), 61 deletions(-)

------------------------------------------------------------------------
commit c620372
Author: Swifty <Sat May 2 14:35:37 2015 -0700>
Commit: Swifty <Sat May 2 14:35:37 2015 -0700>

    Soft shadows, deferred lighting, and various major graphics optimizations.
 code/Makefile.am                         |    2 +
 code/asteroid/asteroid.cpp               |   29 +-
 code/asteroid/asteroid.h                 |    4 +-
 code/bmpman/bmpman.cpp                   |   87 +
 code/bmpman/bmpman.h                     |   20 +
 code/cmdline/cmdline.cpp                 |   43 +-
 code/cmdline/cmdline.h                   |    4 +
 code/cutscene/mveplayer.cpp              |   14 +-
 code/cutscene/oggplayer.cpp              |   73 +-
 code/debris/debris.cpp                   |   62 +-
 code/debris/debris.h                     |    4 +-
 code/fireball/fireballs.cpp              |   73 +-
 code/fireball/fireballs.h                |    6 +-
 code/fireball/warpineffect.cpp           |  178 +-
 code/fred2/fredrender.cpp                |   36 +-
 code/freespace2/freespace.cpp            |   49 +-
 code/globalincs/def_files.cpp            |  958 +++++++---
 code/globalincs/profiling.cpp            |  153 +-
 code/globalincs/pstypes.h                |   78 +-
 code/globalincs/systemvars.cpp           |    1 +
 code/globalincs/systemvars.h             |   58 +
 code/globalincs/vmallocator.h            |    1 +
 code/graphics/2d.cpp                     |  316 +++-
 code/graphics/2d.h                       |  250 ++-
 code/graphics/grbatch.cpp                |  717 ++++++--
 code/graphics/grbatch.h                  |   35 +-
 code/graphics/grinternal.h               |    3 +-
 code/graphics/gropengl.cpp               |   46 +-
 code/graphics/gropenglbmpman.cpp         |    3 +-
 code/graphics/gropengldraw.cpp           | 1066 ++++++++---
 code/graphics/gropengldraw.h             |   75 +-
 code/graphics/gropenglextension.cpp      |   63 +-
 code/graphics/gropenglextension.h        |   90 +-
 code/graphics/gropengllight.cpp          |   24 +-
 code/graphics/gropengllight.h            |    2 +
 code/graphics/gropenglpostprocessing.cpp |  620 +++----
 code/graphics/gropenglpostprocessing.h   |    2 +
 code/graphics/gropenglshader.cpp         |  620 ++++---
 code/graphics/gropenglshader.h           |   90 +-
 code/graphics/gropenglstate.cpp          |  585 +++++-
 code/graphics/gropenglstate.h            |  107 +-
 code/graphics/gropengltexture.cpp        |   79 +-
 code/graphics/gropengltexture.h          |    4 +-
 code/graphics/gropengltnl.cpp            | 1226 ++++++++-----
 code/graphics/gropengltnl.h              |   33 +-
 code/graphics/grstub.cpp                 |   91 +-
 code/graphics/shadows.cpp                |  492 +++++
 code/graphics/shadows.h                  |   39 +
 code/graphics/tmapper.h                  |    9 +-
 code/hud/hudshield.cpp                   |    9 +-
 code/hud/hudtarget.cpp                   |   52 +-
 code/hud/hudtargetbox.cpp                |  127 +-
 code/io/timer.cpp                        |   55 +-
 code/io/timer.h                          |    1 +
 code/jumpnode/jumpnode.cpp               |   84 +-
 code/jumpnode/jumpnode.h                 |    6 +-
 code/lab/lab.cpp                         |  195 +-
 code/lighting/lighting.cpp               |  260 +++
 code/lighting/lighting.h                 |   60 +-
 code/math/floating.h                     |    6 +-
 code/math/vecmat.cpp                     |   28 +
 code/math/vecmat.h                       |   11 +
 code/menuui/techmenu.cpp                 |   45 +-
 code/mission/missionparse.cpp            |    4 +-
 code/missionui/missionbrief.cpp          |   15 +-
 code/missionui/missionscreencommon.cpp   |  107 +-
 code/missionui/missionscreencommon.h     |    2 +-
 code/missionui/missionshipchoice.cpp     |   20 +-
 code/missionui/missionweaponchoice.cpp   |   45 +-
 code/model/model.h                       |  189 +-
 code/model/modelcollide.cpp              |   10 +-
 code/model/modelinterp.cpp               | 1371 ++++++++++----
 code/model/modelread.cpp                 |  420 ++++-
 code/model/modelrender.cpp               | 2951 ++++++++++++++++++++++++++++++
 code/model/modelrender.h                 |  409 +++++
 code/object/object.cpp                   |  106 +-
 code/object/object.h                     |    9 +-
 code/object/objectsort.cpp               |  128 +-
 code/parse/lua.cpp                       |   36 +-
 code/particle/particle.cpp               |   12 +-
 code/render/3d.h                         |    1 +
 code/render/3ddraw.cpp                   |   12 +
 code/render/3dsetup.cpp                  |   10 +-
 code/ship/ship.cpp                       |  954 ++++++++--
 code/ship/ship.h                         |    5 +-
 code/ship/shipcontrails.cpp              |    3 +
 code/ship/shipfx.cpp                     |  183 +-
 code/ship/shipfx.h                       |    8 +
 code/starfield/starfield.cpp             |   33 +-
 code/weapon/shockwave.cpp                |   81 +-
 code/weapon/shockwave.h                  |    4 +-
 code/weapon/trails.cpp                   |  178 +-
 code/weapon/weapon.h                     |    3 +-
 code/weapon/weapons.cpp                  |  209 ++-
 projects/MSVC_2010/code.vcxproj          |   34 +-
 projects/MSVC_2010/code.vcxproj.filters  |   98 +-
 projects/MSVC_2013/code.vcxproj          |    4 +
 projects/MSVC_2013/code.vcxproj.filters  |   12 +
 98 files changed, 14258 insertions(+), 2967 deletions(-)



 

Offline AdmiralRalwood

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Re: Nightly (Windows): 12 May 2015 - Revision 5dfbc6d
First Nightly builds with deferred lighting!
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline chief1983

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Re: Nightly (Windows): 12 May 2015 - Revision 5dfbc6d
And soft shadows!
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

 
Re: Nightly (Windows): 12 May 2015 - Revision 5dfbc6d
Does that mean we can have glowpoints as light sources, like in the first WiH Tenebra release ?

  

Offline Luis Dias

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Re: Nightly (Windows): 12 May 2015 - Revision 5dfbc6d
:yes:

 

Offline AdmiralRalwood

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Re: Nightly (Windows): 12 May 2015 - Revision 5dfbc6d
Does that mean we can have glowpoints as light sources, like in the first WiH Tenebra release ?
Yes; the documentation for it isn't on the wiki yet, but all those features have now hit master.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline Jackho

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Re: Nightly (Windows): 12 May 2015 - Revision 5dfbc6d
Yeeeehaaa!
A+
Jack H. : "Well... There's much more to check than six..."

 
Re: Nightly (Windows): 12 May 2015 - Revision 5dfbc6d
I regret to say that this version 5/12/15 3dfbc6d and the 5/13/15 fbbfef9 version  both no longer function in Diaspora on my system at least.  The results were as soon as I launch I can see what appear to be the edges of the skybox in white lines, followed by a freeze and or red background vs the normal space drop and then an OpenGL driver crash.  The 5/11/15 version 1fe476a works perfectly.

I got an update that the weapon stores issue I had reported in Mantis had been fixed by a new renderer.  That does appear to be the case but it also rendered the game unplayable.

I'm using a tri SLI setup of Titan X cards with the newest drivers.  This might be a driver issue with the new renderer but it's a no go.


 

Offline AdmiralRalwood

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Re: Nightly (Windows): 12 May 2015 - Revision 5dfbc6d
I regret to say that this version 5/12/15 3dfbc6d and the 5/13/15 fbbfef9 version  both no longer function in Diaspora on my system at least.  The results were as soon as I launch I can see what appear to be the edges of the skybox in white lines, followed by a freeze and or red background vs the normal space drop and then an OpenGL driver crash.  The 5/11/15 version 1fe476a works perfectly.

I got an update that the weapon stores issue I had reported in Mantis had been fixed by a new renderer.  That does appear to be the case but it also rendered the game unplayable.

I'm using a tri SLI setup of Titan X cards with the newest drivers.  This might be a driver issue with the new renderer but it's a no go.
Is this just a problem with Diaspora, or does it work with other mods/standalones?

(Also, please post your fs2_open.log file.  Instructions on how to do this can be found in this post.)
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Re: Nightly (Windows): 12 May 2015 - Revision 5dfbc6d
Hi thanks for you reply.  I tested the latest 5/14 build and created the log file from that version since I had the same results.  The issue so far is NOT present in the standard FreeSpace with no mods active.

So I can't say it's a Diaspora only problem but it certainly exists there.  Here is the PasteBin link to my log file:

http://pastebin.com/LA5Q9phm

It does not always crash with the openGL error but it does always show the edges of the skybox as a white line and the backdrop wants to shift to red.  It also slows the framrate down to near 0 FPS.  Maybe there is something useful in there.

Was the new renderer instituted in the 5/12 build?  I ask as I mentioned the 5/11 build works fine, but still has the disappearing external stores models.  So I presume that 5/12 was the first time the new render was released.

Thanks!

 

Offline AdmiralRalwood

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Re: Nightly (Windows): 12 May 2015 - Revision 5dfbc6d
Was the new renderer instituted in the 5/12 build?
Yes; the first Nightly built after the pull request was merged was the one labelled May 12th.

Here is the PasteBin link to my log file:

http://pastebin.com/LA5Q9phm
This log doesn't show a crash; it shows FSO being told to quit and doing so successfully. The only problem I see in the log is fragment shaders failing to compile (a known issue), which I suppose might be causing wonkiness with your driver.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Re: Nightly (Windows): 12 May 2015 - Revision 5dfbc6d
Yes, in that instance it didn't crash.  It just became unplayable within seconds of launching.  Are there any known recommended NVidia settings I could try to use?

 

Offline The E

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Re: Nightly (Windows): 12 May 2015 - Revision 5dfbc6d
Please try the most recent nightly and see if that helps.
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: Nightly (Windows): 12 May 2015 - Revision 5dfbc6d
I'll keep trying each one as it comes out.  No joy on the 15th release.  I tried it last night.  It's really odd behavior.

So this is custom mission in Diaspora which works perfectly on the 5/11 release.

I'm sitting in the launch tube, its rendered fine.  I launch, I cam immediately see the white lines of the skybox edges but otherwise it looks normal.  As soon as I turn my fighter toward the action, the system chokes and one of two things happens, it either goes to a washed out red background but is still rendering objects, with a framerate of near zero or the NVidia driver crashes with an OpenGL timeout error.

I've tested every release post 5/11.

 

Offline Erkhyan

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Re: Nightly (Windows): 12 May 2015 - Revision 5dfbc6d
Using the May 15 nightly here. Same issues with visible white lines on the skybox while playing Diaspora. It looked more or less as though the planet in the background and its ring system were both drawn with a wireframe bounding box around them. I also remember a solid blue circle appearing on the skybox during the same mission.

 

Offline The E

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Re: Nightly (Windows): 12 May 2015 - Revision 5dfbc6d
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
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 Swifty

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Re: Nightly (Windows): 12 May 2015 - Revision 5dfbc6d
I'm not seeing these issues on my machine so I need more specifics on what's happening. I need a log file, what mission you were playing, and system specs. Otherwise I can't do anything about this.

 
Re: Nightly (Windows): 12 May 2015 - Revision 5dfbc6d
I was running a custom mission, I can test with other missions but I don't think its a mission issue.  I posted a log but there was nothing found in it.

I'm using Windows 8.1 x64 with a TRI SLI setup of Titan X cards with the latest NVidia drivers available.

 

Offline Erkhyan

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    • My ramblings
Re: Nightly (Windows): 12 May 2015 - Revision 5dfbc6d
Core i5-4670k, 8Gb RAM, GeForce GTX 560, nVidia drivers v350.12, Windows 7 64-bit

Diaspora R1 v1.1.1, mission: Shadow Walking

fs2_open.log: http://pastebin.com/L3xTjPKE

Screenshots:




I don’t get those issues with the last build posted in the Deferred lighting thread in the Test builds sub-forum. Also, the nightly Debug build crashed to desktop, where the standard build of the same version doesn’t.

 

Offline Jackho

  • 26
  • Gnoti seauton ...
    • Downloads an al
Re: Nightly (Windows): 12 May 2015 - Revision 5dfbc6d
Hi,

I'm having same trouble with 19/05's nightly build, although debug doesn't crash. Every other mods are doing great with this build so far. I didn't go through entire mission due to screenshots being rather self explanatory, I hope it won't affect the amount of info in the fs2_open log file..
I have Core i7 and 16GB RAM with no SLI setup and sorry I'm not aware of the kind of useful info you need so plz ask me.
Right now I'm restarting with new pilot, I'll post anything I find out.



It's like some objects have boxes around them drawn as white frames, as if you were flying in FRED, not in fs2 (maybe I'm not clear about this?)

EDIT : I stopped at mission sp-r1-m4.fs2 because of a crash of the application. The weirdness of the display didn't happened before mission sp-r1-m3.fs2. I continued to play anyway but every time I aimed toward the big red circle, fps got down to 7 or 8 until the game eventually crashed with this:

Nevermind the program name I changed it myself to prevent Windows from annoying me everytimes
Ok now I'm done testing until you need me to because when I woke up this morning I was to enjoy my 2 days off  :D

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« Last Edit: May 23, 2015, 09:27:56 am by Jackho »
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Jack H. : "Well... There's much more to check than six..."