View topic - Spring 0.82.3 hot fix release



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PostPosted: 13 Aug 2010, 22:03 
Spring Developer

Joined: 01 Jun 2005, 10:36
Location: The Netherlands
Whoops, 0.82.2 contained a major packaging bug.

By accident different base content had been released in the Windows installer and in the Linux packages, causing much confusion and so called "lobby desyncs".

Therefore we release this hot fix release, that should correct the issue.


Download links:


Detailed changes since the 0.82.2:

Engine / General:
  • rebuild because of stale base content packages
  • fix NullAI installing into / (on Linux)


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PostPosted: 13 Aug 2010, 22:21 

Joined: 13 Aug 2010, 22:19
Any news on the ubuntu ppa package?

NB: has anyone else noticed its impossible to install (via apt) the dependencies to compile spring on 10.4 :/


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PostPosted: 13 Aug 2010, 22:24 
Spring Developer

Joined: 01 Jun 2005, 10:36
Location: The Netherlands
They are queued for build:

https://launchpad.net/~spring/+archive/ppa/+packages


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PostPosted: 13 Aug 2010, 22:45 

Joined: 02 Oct 2007, 03:00
no windows portable archive?


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PostPosted: 13 Aug 2010, 22:51 

Joined: 30 Dec 2005, 22:22
Location: Romanian in Delft, Netherlands
I have a strange problem for full-screen, the image is show just on about 80% of screen (so, I have an empty band on top of the screen).

If I start from command line in the first screen (when selecting map and mod) the mouse cursor behaves like the empty band doesn't exist (so I have to click above the buttons quite a bit to be able to click).

Edit: version: 0.82.3.0 on gentoo, worked perfectly for 0.81.x didn't test any other 0.82


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PostPosted: 13 Aug 2010, 23:04 
Spring Developer

Joined: 16 Dec 2006, 20:59
Good work, but I'm getting a Warning: Sync checking disabled! spam with the MT build.

Edit: And I just tested, it is the same issue with the ST build.


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PostPosted: 13 Aug 2010, 23:13 
Spring Developer
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Joined: 22 Sep 2007, 08:51
server, is that on an auto- or relay-host?


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PostPosted: 13 Aug 2010, 23:27 
Spring Developer

Joined: 16 Dec 2006, 20:59
It was an autohost


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PostPosted: 13 Aug 2010, 23:44 
Spring Developer
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Joined: 22 Sep 2007, 08:51
BrainDamage thinks, this happens with wrong versions of spring-dedicated.
if it is not that, it has to be something related to spring-dedicated anyway, as others reported it there too.


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PostPosted: 14 Aug 2010, 00:18 

Joined: 26 Apr 2010, 18:06
Location: High_And_Low.smf
malric wrote:
I have a strange problem for full-screen, the image is show just on about 80% of screen (so, I have an empty band on top of the screen).

I have the same problem. Proprietary nvidia drivers with geforce 7600, 1280x1024 resolution, single screen mode.

And there is an issue with the dualscreen mode (only one screen is used, the other is filled with the map's background color), but I'll have a look into it myself tomorrow.

Otherwise I can only repeat what I said: Its great work. Especially when I can first make use of the late rejoin feature :)

greetings


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PostPosted: 14 Aug 2010, 02:24 

Joined: 13 Aug 2010, 22:19
I've been watching the ppa queue for 3 hours while i battle spring withdrawl symptoms heh

https://launchpad.net/~spring/+archive/ ... ld/1918461 apears to not be moving at all. (presumably this goes before the 82.3 i386 engine).... If I was able to actually compile it myself I would but apt is being a right pain and there is a distinct lack of documentation :[

NB: 82.2 was crashing me when i cloaked a unit, unsure why but managed to fix this with some settings fiddling. Another difference i've noticed (i have the "no textures on floor" issue due to crappy intel GPU) .. which TBH isn't a problem because i almost always play with F4 on. Normally that removes the glaring white and dimms the floor making spring bare-able..

Anyway without textures and F4 on the non-mex area is now no longer being dimmed and remains an eye-sore bright white.


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PostPosted: 14 Aug 2010, 02:53 
Moderator

Joined: 12 Oct 2007, 08:24
Posts wrote:
no windows portable archive?
I'd like to know where it went too.


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PostPosted: 14 Aug 2010, 04:06 
Blood & Steel Developer
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Joined: 25 Aug 2004, 12:31
Location: Has not played *a in years.
Something I've noticed. for cob, "Get 102" which does kills the unit (and is useful for self destruction specialty scripts and c4 timers) doesn't work any more. Is this bug or has it just been removed?


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PostPosted: 14 Aug 2010, 09:01 
Spring Developer
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Joined: 22 Sep 2007, 08:51
indeed looks like that launchpad thing is stuck somehow. though the build-log thing seems totally useless... it is showing the last 20 lines or so.. how would we see the rest?
... totally makes no sense that it would freeze there.


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PostPosted: 14 Aug 2010, 11:08 

Joined: 13 Aug 2010, 22:19
Perhaps the issue lies with the vps? I've never really run headless compiles excepting distcc :/

Either-way nothing getting a big hammer out cant fix :)

I'm watching dotwars on youtube and shaking like a junkie until then heh :/


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PostPosted: 14 Aug 2010, 13:01 
Spring Developer

Joined: 01 Jun 2005, 10:36
Location: The Netherlands
clyphox wrote:
I've been watching the ppa queue for 3 hours while i battle spring withdrawl symptoms heh

https://launchpad.net/~spring/+archive/ ... ld/1918461 apears to not be moving at all.

Wow, 10 hours and 41 minutes to build it :shock:

Google_Frog wrote:
Posts wrote:
no windows portable archive?
I'd like to know where it went too.

Didn't go anywhere, just didn't make it yet :-)

It needs to be automated to have it available right after release. Possibly I can create it somewhere in the next few hours.


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PostPosted: 14 Aug 2010, 13:04 
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Joined: 14 Jan 2009, 14:20
Is it possible to get a portable archive version of the last release ? 0.82.3


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PostPosted: 14 Aug 2010, 14:49 

Joined: 13 Aug 2010, 22:19
Just to confirm ubuntu 10.4 i386 package works xD ty


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PostPosted: 15 Aug 2010, 12:16 

Joined: 26 Apr 2010, 18:06
Location: High_And_Low.smf
The mid-game rejoin feature of 0.82.3 is awesome, it saved my day :). However, it would be nice to perform the roll-forward of the gamestate at the client without or with much less visual output than currently to improve performance (although I don't know how much improvement it would actually yield).

I'd try to code it myself if anybody could give me some advice where to start.

greetinsg


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PostPosted: 15 Aug 2010, 12:29 
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Joined: 25 Sep 2006, 12:56
Horazont wrote:
I'd try to code it myself if anybody could give me some advice where to start.


see the /skip function in replays, I forgot if it has, but it should have an ETA display too ( if not please add it :P )


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