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Posted: Sun Jul 26, 2009 2:47 pm
by Weedman
holy ballsak

Posted: Wed Jul 29, 2009 8:05 am
by Imago
I lied, more changes:


Fixed (apparently a Windows 7 only issue) CombatFullscreen*Size registry settings. (Imago)

Fixed refresh rate issues, now uses the optimal, sane refresh rate (Imago, Sgt_Baker)

Fixed inconsistency with vsync setting (superfluous) (Imago)

Fixed station destroyed & captured sounds, noted possible drone sound change (Rock)

Fixed another case of scoring against ally when FF is on (Rock)

Fixed station message when ally FF (Imago)

Added ALLYTD notes for the new "target allied base" key mappings (Imago)

Fixed color codes in team names overflowing to chat (Rock, Imago)

Removed unnecessary mode changes/screen flashing (Imago)

Changed user test in mdledit for isolating the Intel issue (Imago)

Removed IsDebuggerPresent(), intro.avi (WMV2) plays OK now while being debugged (Imago)

Fixed issue with ATI Radeon 9600 cards and latest drivers (Imago)
Note: this needs (more) testing (possibly related to Intel 8xx issue)

Posted: Sun Aug 02, 2009 4:22 am
by Imago
Finalized "intro" code. (Imago)
Note: included sample intro.avi

Fixed another decal issue when an opaque decal was being drawn over a transparent decal, reordered render calls (Imago)
Note: mdledit test changes for solving above issue

Added clipping render state when device is using software vertex processing (Imago)
Note: This is the proper intel fix!

Added environments and poster graphics options back for SWVP mode. (Imago)
Note: clipping fixes this as well!

Fixed overlapping minefield images from becoming transparent by adding a new blend mode that does alpha testing for the Z-buffer (Imago)

Added explosion test and PNG surface loading test to mdledit (Imago)

Added multi-directional viewing for keyboard users (Rock)

Fixed heap corruption trying to access pfmMissionParams while it was being deallocated (Imago)

Added artwork/defaultinputmap.mdl for new "Target Allied Base" key mapping (Imago)

Increased timeout to 60 seconds when joining the lobby/server (Imago)

Fixed a couple cases where the game settings would get "messed up" when game has allies (Imago)

Worked around the R4 auto balance bugs by forcing it off when game has allies (Imago)

Posted: Tue Aug 11, 2009 8:26 am
by Imago
seriously...this is getting ridiculous.. :lol:


Added a check for WMP dlls required to decode WMV2/WMA2 (Imago)

Fixed invalid memory access issue in engine (Imago)

Identified memory leaks, tagged with //Fix memory leak -Imago 8/2/09 (Imago)
Note: Comments only, also this isn't all of them!

Fixed player joining your team would say (allied) in non allied game. Also colorized (allied) like all the rest (Imago)

Added another check to receive damage ALLY (Rock)

Fixed memory leak in soundengine identified by Imago & Zapper (Sgt_Baker)

Updated OggVorbis and removed the Vorbis project (Imago)
Note: Vorbis is now handled like any other 3rd party lib (i.e. AppWeb)

Fixed up project files, removed atls.lib from Allegiance & BROKE VS2005 Allegiance client builds (Imago)
Note: also changed to handle new OggVorbis - this broke VS2005's Allegiance client: VS2005 vs VS2008 do not have compatible debugging information formats?

Fixed AllSrvUI for VS2005 (Imago/Dogbones)

Added FZRetail optimizations (Imago)

Added FZRetail_NonSSE2 for VS2008 (Imago)

Added fix /w help from Finn Bryant for icons that don't have black edges (Imago)

Fixed an outstanding issue with the VS.NET 2003 porting changes wrt ATL/COM enumerators (Imago)
Note: this fixes Allsrv hang/crash when clicking "Select Game..." from AllSrvUI and various other server crashes wrt TAG/AGC enums

Removed unused COM includes (Imago)

Fixed "flashing" target selection box when AA is on in Command View (F3) (Imago)

Restore ASGS_ON reg key functionality (Dogbones)

Fixed rev 449 (CLAMP change) causing aleph textures not to wrap. (Imago)

Fixed character "artifacts" (notably lowercase "n") by turning off multi-sampling while drawing text. (Imago)

Fixed rev 452 (ASGS_ON change) (Imago)

Fixed the lobby NACK for version check (Imago)

Updated Lobby messaging version for R5 (Imago)

Fixed a server hang by avoiding a perpetual collision when ripcording many drones simultaneously (Imago)

Fixed "you have been defeated" message when a game is drawn (Imago)

Put draw order back to msoriginal for decals (opaque first) (Imago)

Fixed blurry hull/shield/ore gauges in radar mode all when AA is on (Imago)

Fixed duplicate key 'P' for Posters and Particles settings (Imago)

Fixed SWVP clipping issue reappearing after changing modes (Imago)

Defaulted RadarLOD to "All" (Imago)

Added more logging to VideoSettings.log (Imago)

Fixed server crash when rearming a ship with turrets at an allied base (Imago)

Posted: Sun Aug 16, 2009 10:49 am
by Imago
Fixed inability to capture allied bases /w FF on (Imago)

Fixed PT Bomber + Ship Speed 1 firing a rocket at top speed causing client to crash (pkk/Imago)

Fixed Saitek X45 Flight Control Stick throttle issue (Imago)

Added DirectInput.log (Imago)

Removed all WINVER defines in the source code (Imago)

Fixed bug in console.cpp when mouse has more than 2 buttons (Imago)

Fixed bug in dinput.cpp wrt DeltaWheel (Imago)

Added mouse object logging to DirectInput.log (Imago)

Added mouse Wheel and mouse XButton support (Imago)
Note: XButtons need more testing, I don't have a 8 button mouse!

Added mouse wheel support for primary page in Help Panes (Imago)
Note: Scrolls every 2 lines

Added mouse wheel support for all List Panes (Imago)
Note: Scrolls line by line

Added mouse wheel support for all "Old" List Panes (Imago)
Note: Scrolls page by page

Added Throttle and Zoom modifiers when not full screen and/or virtual joystick (Imago)

Fixed acceleration GA bug (madpeople/Rock/Imago)

Fixed issues with doASGS functions in Lobby and Server (Imago)

Fixed memory issue in soundengine (Sgt_Baker)
Note: Fixed previous memory leak change

Forced mouse wheel to zoom in/out when in command view or turret regardless of mapping (Imago)

Cleaned up debugging left over from accel GA fix (Imago)

Decreased JoinSession timeout by 1/2, one minute was just too long (Imago)

Fixed my bug with "ServerAddress override" not trying lobby provided address (Imago)

Removed more debugging / undid unnecessary change / added XButton debugging (Imago)

Posted: Sun Aug 16, 2009 3:34 pm
by FreeBeer
Imago wrote:QUOTE (Imago @ Aug 16 2009, 07:49 AM) Decreased JoinSession timeout by 1/2, one minute was just too long (Imago)
Thanks for all the great work and keeping us informed (even if I don't understand most of the effects of the changes :P ).

With regards to this quoted one: Is JoinSession timeout used when joining a game from the lobby? Was the one minute timeout always there, or was it 30 seconds some time ago? The reason I ask is that the helpline used to get a fair number of posts from people who couldn't join a game and then timed out. We rarely (if ever) get that anymore and it seems to me that at some point in time (R4?) the timeout was upped to stop this from happening so frequently.

It's my understanding (and people's experience bear it out) that it's only an issue when they first login and join a game. Alleg, at this point, is loading all the graphics and sound files and on a slow machine, or a highly fragmented drive (or a combo of both), the player hit the timeout before his machine completed the load. Helpline's solution was to get them to defrag in the hopes that it would speed things up enough to beat the timeout. The timeout didn't appear to be a problem later (jumping from game to game) since (apparently) Alleg already had most of the files it needed loaded in memory.

Just an FYI for consideration.

Posted: Sun Aug 16, 2009 6:03 pm
by w0dk4
Yea, especially with slow hdds 30 seconds is really short.

Posted: Sun Aug 16, 2009 6:16 pm
by pkk
w0dk4 wrote:QUOTE (w0dk4 @ Aug 16 2009, 08:03 PM) Yea, especially with slow hdds 30 seconds is really short.
Don't use high res on that old PCs... ;)

Posted: Sun Aug 16, 2009 6:56 pm
by Imago
freeb the joinsession timeout has been 15 seconds all the way back to msoriginal. i changed it to 60 seconds noted in the post on Aug 1 2009, 11:22 PM in this thread. :glare:

Posted: Sun Aug 16, 2009 7:20 pm
by beeman
I'll ask a question since I am not a beta tester...what is it about R5 that required soo many fixes?

1) Were these problems in R4?
2) Does R5 include major code changes?

just wondering.