A new version of Spring is ready for download.
Some of the new things in this version are improved GUI, Linux and Windows multiplayer games can now work, and of course a lot of bugfixes.
Full changelog can be viewed here
New in this release is also a TA content free installer using the mod nanoblobs, licensed under GPL/Creative Commons.
Go to the download section to grab the new version.
Last edited by Yeha on 27 Nov 2006, 22:39, edited 2 times in total.
When I try to start the new Spring Client I get a error message saying: "This program could not be started because MSVCP71.dll could not be found.", etc...
When revert back to 0.73b1 it works again without problem :/
Can somebody please help me?
When I try to start the new Spring Client I get a error message saying: "This program could not be started because MSVCP71.dll could not be found.", etc... When revert back to 0.73b1 it works again without problem :/ Can somebody please help me?
there is the dll but i dont know exactly where you need to put it if you have lost it, i searched my system and i have about 12 of them in various places, mostly with compilers.
There is now also a bot mode option which currently only effects anti-flood triggering (plus an icon in the lobby), if you have a dedicated bot running ask one of the admins to set its account status to "bot".
Edit:
A note for bot/lobby devs: Some protocol commands have been changed so your bots won't work with current version correctly. Do a "log" command on lobbyprotocol.txt in SVN to see which ones have changed. You should now also use GetPrimaryModChecksum method in unitsync to retrieve mod's checksum (it returns different checksums than with the old method used by TASClient 0.30 and older).
Last edited by Betalord on 28 Nov 2006, 00:23, edited 3 times in total.
Im hoping for many bugfixes in this release, and NOT hoping for a lot of new ones being generated from them! :p But gj with the release, was much needed.
Somewhat, maps that cause multipass rendering give problems with z-buffering (IE: Maps that use more than (probably) 5 layers, like whakamatunga), and there is no shadow mapping support (I comitted it after the new version was released)
There might also be a slight change in format coming (specular channel goes to alpha of the diffuse texture, instead of alpha of the normal map). This allows us to store Height in the normalmap Alpha, and that way use it to implement relief mapping
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