View topic - Spring 0.80.0 (Release Candidate)



All times are UTC + 1 hour


Post new topic Reply to topic  [ 72 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
PostPosted: 12 Aug 2009, 23:01 
Moderator
User avatar

Joined: 26 Oct 2007, 15:21
jK wrote:
that's not what he meant, he dislikes the new wind affected movement and I am not 100% comfortable with it either :?

Yep, thats it. the water is painfully slow on (edit:) dsx, and is faster than the boil of the sun on dworld. While dworld doesnt have too high bumpwater settings, just a tad faster than the old default.

Plus the real reason is that this new bumpwater borks all my maps.
Apparently smoth and I seem to be the only ones who actually tweak the bumpwater params to our liking, since there is great potential to be had in it.


Last edited by Beherith on 13 Aug 2009, 01:28, edited 1 time in total.

Top
 Online Profile  
 
PostPosted: 12 Aug 2009, 23:29 
P.U.R.E. Developer
User avatar

Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
Quote:
nothing is broken, you just don't understand any opengl ...
Er, that original code was written by Trepan, I didn't do much but minor behavior changes.

Thanks for being so understanding, though.


Top
 Offline Profile  
 
PostPosted: 13 Aug 2009, 00:42 
Map Creator
User avatar

Joined: 17 Feb 2006, 15:58
Location: retired
Beherith wrote:
jK wrote:
that's not what he meant, he dislikes the new wind affected movement and I am not 100% comfortable with it either :?

Yep, thats it. the water is painfully slow on dsd, and is faster than the boil of the sun on dworld. While dworld doesnt have too high bumpwater settings, just a tad faster than the old default.

could we have some autodetection whether or not the water is visible at all? then it wouldnt be rendered either. would save rendering time, and most maps are played without water anyways...


Top
 Offline Profile  
 
PostPosted: 13 Aug 2009, 02:04 
Spring Developer
User avatar

Joined: 28 Jun 2007, 06:30
TradeMark wrote:
Beherith wrote:
jK wrote:
that's not what he meant, he dislikes the new wind affected movement and I am not 100% comfortable with it either :?

Yep, thats it. the water is painfully slow on dsd, and is faster than the boil of the sun on dworld. While dworld doesnt have too high bumpwater settings, just a tad faster than the old default.

could we have some autodetection whether or not the water is visible at all? then it wouldnt be rendered either. would save rendering time, and most maps are played without water anyways...

That's one part of "major speed increase".


Top
 Offline Profile  
 
PostPosted: 13 Aug 2009, 06:12 
Spring 1944 Developer
User avatar

Joined: 11 Oct 2005, 06:18
Location: Ukraine
Argh wrote:
2. New UnitDef variable. maxReverseVelocity, if > 0, automagically determines reversing state and how fast. Set near to maxvelocity for good results (imo).

If you do not want your units driving in reverse across the whole map, don't set reverse speed that high (I've already experimented with S44 units in test build). The closer reverse speed is to forward speed, the more likely units are to use reverse mode. IMO reverse speed close to 0.5 forward speed does the trick.


Top
 Online Profile  
 
PostPosted: 13 Aug 2009, 10:19 
Moderator
User avatar

Joined: 02 Jan 2007, 16:18
Location: Bremen, Germany
  • KAIK crashes in UnitDestroyed every game after 20 minutes or more. (fixed)
  • Spring crashes when I quit my AI test game.
  • BumpWater doesn't work for me at all now. In 0.79 it only worked if I deactivated all the extra options (like Reflection, Refraction, ...) but now even that doesn't help. I have a "GeForce Go 7400/PCI/SSE2" and it tells me that "OpenGL does not allow writing to input variable 'gl_Vertex'". (fixed)


Last edited by MelTraX on 16 Aug 2009, 11:03, edited 3 times in total.

Top
 Offline Profile  
 
PostPosted: 13 Aug 2009, 23:28 

Joined: 27 Jun 2009, 00:32
Location: Germany
Quote:
# LuaCOB: make it possible to make units with Lua instead of bos/cob

So - do we have any documentation for this yet?


Top
 Offline Profile  
 
PostPosted: 14 Aug 2009, 00:30 
User avatar

Joined: 03 Jan 2008, 15:40
great work guys, i'm sick at home now so i'm compiling it :)

got some strange messsages, but everything is going fine:

Code:
[ 16%] Building CXX object rts/lib/CMakeFiles/hpiutil2.dir/hpiutil2/sqshstream.cpp.o
Linking CXX static library libhpiutil2.a
[ 16%] Built target hpiutil2
Scanning dependencies of target spring
[ 16%] Building CXX object rts/CMakeFiles/spring.dir/Game/ClientSetup.cpp.o
[ 16%] Building CXX object rts/CMakeFiles/spring.dir/Game/Camera.cpp.o
[ 16%] Building CXX object rts/CMakeFiles/spring.dir/Game/PreGame.cpp.o
In file included from /tmp/SBo/spring_0.80.0/rts/Game/PreGame.cpp:42:
/tmp/SBo/spring_0.80.0/rts/aGui/Gui.h:43:7: warning: no newline at end of file
[ 16%] Building CXX object rts/CMakeFiles/spring.dir/Game/CameraHandler.cpp.o
[ 16%] Building CXX object rts/CMakeFiles/spring.dir/Game/PlayerBase.cpp.o
[ 16%] Building CXX object rts/CMakeFiles/spring.dir/Game/ConsoleHistory.cpp.o
[ 16%] Building CXX object rts/CMakeFiles/spring.dir/Game/SelectionWidget.cpp.o
In file included from /tmp/SBo/spring_0.80.0/rts/Game/SelectionWidget.h:6,
                 from /tmp/SBo/spring_0.80.0/rts/Game/SelectionWidget.cpp:2:
/tmp/SBo/spring_0.80.0/rts/aGui/GuiElement.h:87:7: warning: no newline at end of file
In file included from /tmp/SBo/spring_0.80.0/rts/Game/SelectionWidget.cpp:13:
/tmp/SBo/spring_0.80.0/rts/aGui/Gui.h:43:7: warning: no newline at end of file
In file included from /tmp/SBo/spring_0.80.0/rts/aGui/VerticalLayout.h:4,
                 from /tmp/SBo/spring_0.80.0/rts/Game/SelectionWidget.cpp:14:
/tmp/SBo/spring_0.80.0/rts/aGui/GuiElement.h:87:7: warning: no newline at end of file
In file included from /tmp/SBo/spring_0.80.0/rts/aGui/VerticalLayout.h:5,
                 from /tmp/SBo/spring_0.80.0/rts/Game/SelectionWidget.cpp:14:
/tmp/SBo/spring_0.80.0/rts/aGui/Layout.h:33:7: warning: no newline at end of file
In file included from /tmp/SBo/spring_0.80.0/rts/Game/SelectionWidget.cpp:14:
/tmp/SBo/spring_0.80.0/rts/aGui/VerticalLayout.h:22:7: warning: no newline at end of file
In file included from /tmp/SBo/spring_0.80.0/rts/Game/SelectionWidget.cpp:15:
/tmp/SBo/spring_0.80.0/rts/aGui/HorizontalLayout.h:22:7: warning: no newline at end of file
In file included from /tmp/SBo/spring_0.80.0/rts/Game/SelectionWidget.cpp:16:
/tmp/SBo/spring_0.80.0/rts/aGui/Button.h:34:7: warning: no newline at end of file
[ 17%] Building CXX object rts/CMakeFiles/spring.dir/Game/WaitCommandsAI.cpp.o
[ 17%] Building CXX object rts/CMakeFiles/spring.dir/Game/CommandMessage.cpp.o
[ 17%] Building CXX object rts/CMakeFiles/spring.dir/Game/ChatMessage.cpp.o



i'll try to play and the see what happens.

BTW:

walk backward? so strarfin' are near, huh?


Top
 Offline Profile  
 
PostPosted: 14 Aug 2009, 01:43 
User avatar

Joined: 13 Jan 2008, 19:40
Location: New Zealand
Spring crashed playing 1v1 vs KAI on BA 6.96.

Infolog -> http://pastebin.com/f2706699


Top
 Offline Profile  
 
PostPosted: 14 Aug 2009, 01:46 
Tournaments Moderator
User avatar

Joined: 08 Dec 2007, 17:39
Location: UK - England
On a side note, why do you dirty the Spring folders with all sorts of fugly files.

The Spring folder should just contain Spring.exe, the client and a few important files which don't belong in any of the directories.

I like to keep my folders organized by when I have a bunch of files in my Spring folder that I can't move or Spring won't work it gets a bit messey and confusing.

Why not chuck all these in a directory of their own?
Most games of this size don't have 20+ files in the main folder.


Top
 Offline Profile  
 
PostPosted: 14 Aug 2009, 02:03 
Moderator
User avatar

Joined: 29 Apr 2005, 00:14
Location: #moddev - join it!
JAZCASH wrote:
On a side note, why do you dirty the Spring folders with all sorts of fugly files.

The Spring folder should just contain Spring.exe, the client and a few important files which don't belong in any of the directories.

I like to keep my folders organized by when I have a bunch of files in my Spring folder that I can't move or Spring won't work it gets a bit messey and confusing.

Why not chuck all these in a directory of their own?
Most games of this size don't have 20+ files in the main folder.


+1


Top
 Offline Profile  
 
PostPosted: 14 Aug 2009, 13:47 
Map Creator
User avatar

Joined: 17 Feb 2006, 15:58
Location: retired
Could it be possible to keep Spring.exe running even when it crashes for some weird reason? Seen games which does that... So i would still see what was happening in the game etc... annoying that it just closes, when i want to see what happened before crash and so on, maybe check game state before quiting it myself...

and LUA shouldnt even be able to crash Spring at all, rather kill the LUA script and continue than crash whole game...


Top
 Offline Profile  
 
PostPosted: 14 Aug 2009, 13:50 
User avatar

Joined: 19 Jun 2008, 13:05
When it crashes it means that memory got corrupted so it's no longer possible to render even a frame cause most things surely got fucked up


Top
 Offline Profile  
 
PostPosted: 14 Aug 2009, 14:04 
Redacted
User avatar

Joined: 08 Jan 2007, 06:13
Location: Don't be silly. If there's no machine heaven, where do all the toasters go?
Have you had a lua script crash you recently? The errors it causes are pretty-well isolated. The only things it can legitimately screw up are memory (and stack) consumption and while 1 do end.


Top
 Offline Profile  
 
PostPosted: 14 Aug 2009, 14:14 
Tournaments Moderator
User avatar

Joined: 08 Dec 2007, 17:39
Location: UK - England
When a player can successfully join back in back dragging script.txt onto Spring.exe they can get back into a game that they may have failed to load on first run.

This process should be automated.


Top
 Offline Profile  
 
PostPosted: 14 Aug 2009, 14:27 
Moderator
User avatar

Joined: 02 Jan 2007, 16:18
Location: Bremen, Germany
Petah wrote:
Spring crashed playing 1v1 vs KAI on BA 6.96.

Infolog -> http://pastebin.com/f2706699


That should be fixed already. If you have some time on your hands, you could try with the latest version.


Top
 Offline Profile  
 
PostPosted: 14 Aug 2009, 14:35 
Redacted
User avatar

Joined: 08 Jan 2007, 06:13
Location: Don't be silly. If there's no machine heaven, where do all the toasters go?
Do people often fail to load? What ways are common? I suppose it could be automated in spring or lobby, but you have to detect when it failed to load.


Top
 Offline Profile  
 
PostPosted: 14 Aug 2009, 14:43 
User avatar

Joined: 13 Jan 2008, 19:40
Location: New Zealand
MelTraX wrote:
Petah wrote:
Spring crashed playing 1v1 vs KAI on BA 6.96.

Infolog -> http://pastebin.com/f2706699


That should be fixed already. If you have some time on your hands, you could try with the latest version.


Cool, I'll try it out.

JAZCASH wrote:
On a side note, why do you dirty the Spring folders with all sorts of fugly files.

The Spring folder should just contain Spring.exe, the client and a few important files which don't belong in any of the directories.

I like to keep my folders organized by when I have a bunch of files in my Spring folder that I can't move or Spring won't work it gets a bit messey and confusing.

Why not chuck all these in a directory of their own?
Most games of this size don't have 20+ files in the main folder.

+2


Top
 Offline Profile  
 
PostPosted: 14 Aug 2009, 15:55 
Map Creator
User avatar

Joined: 17 Feb 2006, 15:58
Location: retired
lurker wrote:
Have you had a lua script crash you recently? The errors it causes are pretty-well isolated. The only things it can legitimately screw up are memory (and stack) consumption and while 1 do end.

idk recently, but i have fixed area-attack lua code before which made division by zero error and that crashed Spring.exe as well.

not sure was it div0, something like that...


Top
 Offline Profile  
 
PostPosted: 14 Aug 2009, 21:25 
Spring Developer

Joined: 24 Jun 2007, 07:34
Location: 50┬░ 56' N, 11┬░ 35' O
What files are you referring to in particular? Are there any new files compared to last version?


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 72 posts ]  Go to page Previous  1, 2, 3, 4  Next

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group

Site layout created by Roflcopter et al.