View topic - Spring 0.80.5.2 bugfix release



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PostPosted: 13 Nov 2009, 00:20 
Spring Developer

Joined: 01 Jun 2005, 10:36
Location: The Netherlands
Another patch release. This includes most (if not all) fixes that do not break sync with the earlier 0.80.5 releases.

Bugfixes:
  • AI: Properly fix Lua AI loading
  • AI: Fix crash when Lua AI team dies
  • AI: Fixed clean target of ant scripts
  • Fixed deadlock in hang detection
  • Fixed .desktop file
  • Fixed crash on startup on Ubuntu Karmic
  • Fixed reflections
  • MT: Don't crash if draw callins access features
  • Fixed fading features for ATI (atiHacks)
  • Fixed crash when parsing certain chatmessage from autohost
  • Fixed crash if OSC stats sender is enabled and no network is reachable
  • cmake: Fixed 7-zip detection

Changes:
  • AI/cmake: Split system dependent/indepentent install parts (AI_LIBS_DIR, AI_DATA_DIR)
  • AI: Debugging is now enabled by default in the ant scripts
  • Time profiler cleanup, both code and UI
  • Show an AI's shortName + version + nick in tooltips

There've also been some fixes to KAIK, and a new version of E323AI has been included.

Thanks everyone for their contributions.

Download links on the download page


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PostPosted: 13 Nov 2009, 00:56 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
WOO HOO!


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PostPosted: 13 Nov 2009, 03:35 
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Joined: 29 Apr 2005, 00:14
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I'd rather a new full release with improved HoldFire /targetting unattackable units behaviour :wink:


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PostPosted: 13 Nov 2009, 03:52 

Joined: 22 Jan 2009, 19:25
Hi,

Tobi wrote:
Another patch release. This includes most (if not all) fixes that do not break sync with the earlier 0.80.5 releases.

Bugfixes:
    .....
  • Fixed reflections
    ......


nice - but stil probem with Refraction on ATI ....
(with "own rendering pass" no underwater unit display)

and have at my AI testing found that KAIK use massive cpu usage with many units and watermaps,but not the AI self.The AI try to reach targets on the other side of the water (or in water) and bring so manny,manny units on one place stacked and generate massive
pathfinding cpu usage.Maybe this can be better handled ??

Thanks an the Devs.
Regards
R-TEAM


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PostPosted: 13 Nov 2009, 09:25 
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Joined: 15 Nov 2008, 12:49
Location: Warsaw
Nice work guys/gals I guess (I haven't tested yet) but could you make installer version to recognise last installation path (if not default)? would be really awesome :roll:

TIA


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PostPosted: 13 Nov 2009, 10:09 
Spring Developer

Joined: 01 Jun 2005, 10:36
Location: The Netherlands
FLOZi wrote:
I'd rather a new full release with improved HoldFire /targetting unattackable units behaviour :wink:

Yes, me too, I made this release in part as warming up, as I haven't made any releases in quite a while.

I want to make a new full release quite soon.


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PostPosted: 13 Nov 2009, 10:30 
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Joined: 22 Sep 2007, 08:51
NTG wrote:
Nice work guys/gals I guess (I haven't tested yet) but could you make installer version to recognise last installation path (if not default)?

is already the case.

@R-TEAM
KAIK is not meant to be used on water maps. that is the best/fastest fix (just dont use it there). this is also the reason why it is little taunting to fix the issue you explained.. as it will only help ppl that use the AI on a map where it should not be used.
but yeah.. maybe Kloot has mood to still change it, can not speak for him ;-)


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PostPosted: 13 Nov 2009, 11:42 

Joined: 29 Oct 2008, 15:55
Is it in the karmic repo already? (tried to udpdate, but still on the .1 version)

It seems that it also screws up the sound on karmic (i.e. scratching noises instead of normal sounds, when running spring, works with any other program)


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PostPosted: 13 Nov 2009, 15:19 
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Joined: 27 Nov 2006, 12:57
Yohoo spacebugs work again how cool is that! Devs rule!

However... the desync messages... they are not gone... you know, since about 0.80.5 (or 4, not sure) the games often have desync messages for some of the players, but the game is normal... so yeah, that.


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PostPosted: 13 Nov 2009, 15:25 
Spring Developer
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Joined: 22 Sep 2007, 08:51
could it be that not all the players used this version? was it a game with AIs?


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PostPosted: 13 Nov 2009, 16:12 
Lobby Developer

Joined: 16 Mar 2007, 18:27
replay hosting bug ... not fixed !


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PostPosted: 13 Nov 2009, 17:02 
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Tobi wrote:
FLOZi wrote:
I'd rather a new full release with improved HoldFire /targetting unattackable units behaviour :wink:

Yes, me too, I made this release in part as warming up, as I haven't made any releases in quite a while.

I want to make a new full release quite soon.


Awesome Tobi, can't wait. :-)


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PostPosted: 13 Nov 2009, 20:15 
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Joined: 21 Mar 2009, 15:55
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nice list :-)
And exited to see E323AI is included too!


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PostPosted: 13 Nov 2009, 20:58 
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Joined: 03 Jan 2008, 15:40
amazin' announce!

i'm going to compile it as soon as possible, and this time i promise to add -g option in order to send bug report (if any, ;D)


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PostPosted: 14 Nov 2009, 04:28 

Joined: 12 Jan 2008, 06:17
Any chance of an MT build or it finally part of the distribution.


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PostPosted: 14 Nov 2009, 04:31 

Joined: 22 Jan 2009, 19:25
Hi,

hoijui wrote:
NTG wrote:
Nice work guys/gals I guess (I haven't tested yet) but could you make installer version to recognise last installation path (if not default)?

is already the case.

@R-TEAM
KAIK is not meant to be used on water maps. that is the best/fastest fix (just dont use it there). this is also the reason why it is little taunting to fix the issue you explained.. as it will only help ppl that use the AI on a map where it should not be used.
but yeah.. maybe Kloot has mood to still change it, can not speak for him ;-)


yes- i know KAIK use no waterunits in any sanse ;)
I have only testet AAI/RAI/E123AI and KAIK on one map and to give the others AI time to grow and see her T2+ usage i get KAIK out of the way (place it on another part of the map,seperatet by a see that he can attack the other AIs self..).
The plan was to see the other AIs attack KAIK over the water ...

Have then noticed the bad pathfinding cpu usage in conjunction with the constant try from KAIK to target units on the other side of the see..

Regards
R-TEAM


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PostPosted: 14 Nov 2009, 11:06 
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Joined: 21 Mar 2009, 15:55
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yeah. That desperate thing of KAIK to try to reach units over see is quite annoying at times. At least it managed to screw my CPU i a few occasions..


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PostPosted: 16 Nov 2009, 22:33 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
This Spring version is pretty good. Can we please freeze it for the next six monthes?


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PostPosted: 18 Nov 2009, 17:25 

Joined: 12 Jan 2008, 06:17
Any chance of MT version?


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PostPosted: 19 Nov 2009, 00:55 

Joined: 10 Oct 2008, 15:32
tberthel wrote:
Any chance of MT version?

+1, it would be great to test a MT version


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