We will put these links on the download page once the release is live on the lobby server.
Please, test this release candidate and report any bugs you may find (in particular regressions since the last release, 0.81.2.1!) on mantis. If no blocking issues are reported, we will officially release this in one - two weeks, though not earlier than on the 3rd of August.
We'd also like to remember game developers to test their games against this build of Spring, and in particular think about the following breaking changes:
Players, due to these changes it may happen that old games are not listed anymore in your lobby client, or that no start units are spawned. In both cases, this is not your fault nor a bug in Spring, but the result of the game not being up to date with these breaking changes in Spring.
Additionally I'd like to highlight that this release will allow mid-game join and rejoin (by replaying the game up to the point where the real game is).
engine does not use StartUnit tag in sidedata.lua anymore (but still passes it to Spring.GetSideData)
engine does not read `Script' map tag anymore
engine does not read `ScriptName' modoption anymore
engine does not deal with `StartMetal' and `StartEnergy' modoptions anymore
pathfinder debugging views can be rendered now when spectating (and not cheating)
dropped modinfo.tdf support (only modinfo.lua is supported now)
clients now compare their path-cache CRCs and warn about differences instead of updating their running checksums with them
Spring's CPU affinity can now also be set on non-win32 platforms, use the SetCoreAffinity ~/.springrc parameter as a bitmask
Engine / Simulation:
new unit tag: cloakTimeout, int, default 128 frames
fixed the featureVisibility mod-option
fixed calls to the engine path-finder to be sync-safe when run in unsynced context
reduced frequency of units ending up in "can't reach destination" situations
fixed units not inheriting orders from factories and piling up (due to having their paths aborted)
removed the TEDclassString UnitDef parameter (side-effect: hub-like units will break if they have a yardmap)
changed the semantics of the holdSteady UnitDef tag true ==> slave transportees to orientation of transporter attachment piece false ==> slave transportees to orientation of transporter body (default)
Engine / Rendering:
fixed alpha-masked shadows for S3O models
fixed far-textures (caused changing teamcolors and disappearing units)
converted all shadow, tree, grass, model, and map shaders to GLSL
vertex-animated grass; maps can specify the grass blade- and shading-textures and the dimensions/angle for blades
refactored and abstracted unit/feature/projectile drawing to be format-agnostic
increased global decoupling between simulation and rendering code
fixed model specular lighting (most visible on units)
S3O model normals are now auto-scaled to unit-length
maps with mis-specified skybox textures will now load (without crashing Spring)
Sound:
use OpenAL Soft 1.11 under windows (was Creative)
air-absorpion: absorb high frequencies when sound effects are far away (config-key & default value: snd_airAbsorption=0.1)
no-sound support through NO_SOUND compile time define or NoSound config-key
Unitsync:
list of data-dirs for engine & unitsync are now always equal
API cleaned: no more void*, all structs deprecated
data dirs read from /etc/spring/datadir (separator is now ":" instead of " ")
FontRendering:
added a new inline ctrl command '\008' which resets the TextColor to the color that was active when Print() got called, as in the following example: font:SetTextColor(0, 0, 1); -- blue font:Print("\255\255\000\000red\255\000\255\000green\008blue");
added a new los checking argument to Set..RulesParam() e.g. new syntax is SetUnitRulesParam(int unitID, string paramName, float paramValue, { public = true } ) possible values for the table are: `private` : only readable by the ally (default) `allied` : readable by ally + ingame allied `inlos` : readable if the unit is in LOS `inradar` : readable if the unit is in AirLOS `public` : readable by all note: if one condition is fulfilled all beneath it are too (e.g. if an unit is in LOS it can read params with `inradar=true` even if the param has `inlos=false`) note2: all GameRulesParam are public, TeamRulesParams can just be `private`,`allied` and/or `public`
new Spring.GetUnitMetalExtraction(unitID) -> nil | number
new synced Spring.ShareTeamResource(teamID_src, teamID_dst, type = ["metal"|"energy"], amount) -> nil
new Spring.GetTeamResourceStats(teamID, resourcetype = ["metal"|"energy"]) -> nil | used, produced, excess, recv, sent
added Spring.SetProjectileMoveControl(number pid, boolean b) --> nil callout; if <b>, makes all piece/weapon projectile movement fully Lua-controllable
improved Spring.GetTeamStatsHistory. It retuns now also the most recent data, not just the data of the cached stats which get updated only all 16 seconds.
fixed incorrect scaling in Spring.SetUnitResourceParam
fixed Spring.GetAIInfo, it returned incorrectly the given teamID as first argument
fixed a bug in Script.RemoveSyncedActionFallback
added missing `coroutines` module and missing `select` function to unsynced LuaGadgets
added os.setlocale to LuaUI
added Save/Load callins, both get a userdatum representing a save file as single argument Save is unsynced, Load is synced (both gadget only) Should allow implementing savegames mod side with less hacks /reloadgame chat command added for development purposes, this fires the Load event again
modified base {armordefs|movedefs|sidedata}.lua to follow pattern of icontypes.lua
added a ShieldPreDamaged call-in to LuaRules, triggered before any engine shield-vs-projectile logic executes
UnitDefs[i].model.textures now actually contains the names of the model textures for unit-type i
script.txt: Engine ignores GAME\\ModOptions\\LuaRules & interprets GAME\\ModOptions\\LuaGaia just as a boolean now
fixed GetScreenGeometry on win32 platforms to return the proper screenSizeY, not screenSizeY
taskbarSizeY
moved Spring.SetUnitRulesParam, Spring.SetTeamRulesParam, Spring.SetGameRulesParam from LuaRules-only to LuaSyncedCtrl
I get the same errorbox when restarting as with the previous RC.
- Spring 0.81.2.0 works correctly and restart without errorbox. - The two RC 0.82.0 and 0.81.2.1-1377 have this error box when restarting.
Step to reproduce: - Get that mod: AutoRestart631.sd7 - Play it (any way) - Wait 1s after game start - Click the big green "Restart" button - The newly launched Spring instance starts correctly - But the previous, to be closed, Spring instance crash
...And you forgot to mention fixing the blip at the end of movectrl bug. It's great!
I still noticed a blip when unit just enters radar edge being as spectator. Then blip disappears. PS. Ah, i see it is already reported: http://springrts.com/mantis/view.php?id=1990
Seems to work ok, tho I had very little time to test :) My Java ai works fine, with very minor modifications (only had to change ai option handling, seems booleans are now passed as true/false instead of 0/1 :) ). Seems to have stopped crashing when exiting a game with Java AI, yay :) (Well, mayby, only one test run ;) ). This is with the 'beta' BA 1.13 hoijui seems to have made :)
Btw. (for hoijui :) )something for future improvements, OOAIFactory right now does this: } catch (Throwable t) { ret = 2; t.printStackTrace(); } Which prints to std-err. It would be really usefull if that could go to a log file, since in windows you don't normally see the stderr ;)
Oh, and I like the blinking 'unowned' units, but I think they need an epileptic warning or so :D
Hmm, I found one small strange thing, I've tested this with BA7.12 (and 7.13) on the previous release version, and this RC. It only occurs on the RC.
On a T1 air factory (ARM), the following ships strangely vibrate on the platform while being built: Banshee (Light gunship) Atlas (Air Transport) Construction aircraft (T1)
Did something change in collision detection or so ? :)
It's not a big issue, seems only optical (makes it hard to watch the progress bar tho :D ). Can someone else see if they see the same happen?
Again, I tested this on the same BA version (cheating on the RC to add a commander), with the RC it happens, with latest release it does not.
PS: Vibrating = very fast moving up and down 1-3 or so pixels :)
Very fast. Actually, it was a coincidence that I fixed this at the same time you were writing the bug report. According to Mantis, other unit types have similar problems, but less severe it seems.
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