View topic - Spring 87.0! 2nd Run!



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 Post subject: Spring 87.0! 2nd Run!
PostPosted: 06 Mar 2012, 00:01 
Spring Developer
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Joined: 28 Jun 2007, 06:30
Release Message
If you follow the global news these days, you get the impression that sometimes things don't change as fast you want. But we are here! A new Spring in spring!

Kudos
Again, thanks everyone for your contributions!
This time, special thanks go to kloot and his enhancements in QTPFS.

Download links:
Major changes compared to last official release (85.0):
  • Many pathfinder improvements
  • New commandline argument "--safemode": (It turns off all features that are known to cause problems on some system.)
  • Bugfixes

Full changelog here.


Last edited by jK on 11 Mar 2012, 15:41, edited 1 time in total.

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PostPosted: 06 Mar 2012, 00:23 

Joined: 20 Oct 2009, 12:04
\m/ Awesome! \m/


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PostPosted: 06 Mar 2012, 10:31 
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Joined: 12 Oct 2007, 08:24
What was wd.maxVelocity replaced with?


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PostPosted: 06 Mar 2012, 10:35 
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Joined: 26 Oct 2007, 15:21
Much <3


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PostPosted: 06 Mar 2012, 10:51 
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Joined: 06 Sep 2010, 21:59
Thanks one more time for all the work!! 8)


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PostPosted: 06 Mar 2012, 14:23 

Joined: 13 Aug 2007, 12:19
Yay!

I hope MT works again for me!


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PostPosted: 06 Mar 2012, 17:18 

Joined: 20 Oct 2009, 12:04
(from 85.0)>>QTPFS (disabled by default) - new pathfinding system

Are these pathing fixes from 86.0 and 87.0 related to new pathing system? Is new pathing system still disabled by default?

Is zero-k already using it? Will BA use it in nearest future?


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PostPosted: 06 Mar 2012, 17:50 
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Joined: 08 Oct 2006, 15:58
Quote:
Are these pathing fixes from 86.0 and 87.0 related to new pathing system?


Some of them are, but most actually concern pathfollowing != pathfinding.

Quote:
Is new pathing system still disabled by default?


yes (since pathfinding changes and this community have slight problems mixing non-explosively)

Quote:
Is zero-k already using it?


ZK has a modoption to use it, but still defaults to the old.

Quote:
Will BA use it in nearest future?


Difficult to see. Always in motion is the future. Ask not us but BA's maintainers, you should.


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PostPosted: 06 Mar 2012, 22:45 
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Banging on a hollow drum.

To answer the question: BA wont use it in the nearest future.


Last edited by Beherith on 08 Mar 2012, 01:13, edited 2 times in total.
edit


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PostPosted: 07 Mar 2012, 00:12 
Spring Developer

Joined: 08 Oct 2006, 15:58
You know that statement sounds as hollow as a drum, right?

If you actually care about a feature (which implies you would want it to become "better and more reliable", assuming that wasn't already true), you don't rely on others to do the testing. Example: SSMF.

If you do not care or test, there is neither any point in expecting it to nor in saying you will start using said feature only when it does, other than to casually express a useless to anyone (and unfounded?) opinion about its current state.

So what did you really want to say?


Last edited by Kloot on 07 Mar 2012, 13:01, edited 1 time in total.

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PostPosted: 07 Mar 2012, 00:53 
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Location: ModalitÃ
I'll add the new pathing after I am done bug hunting fwiw kloot.


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PostPosted: 07 Mar 2012, 15:35 

Joined: 20 Oct 2009, 12:04
I tested a little in singleplayer vs bot. My commander stucks near solars very often. http://img407.imageshack.us/img407/677/ ... rstuck.png
He don't moving. For example, if I queue to build solars, it can buid some and stuck. Especially if there are wreckages (dead units) near.


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PostPosted: 07 Mar 2012, 16:30 
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Joined: 08 Oct 2006, 15:58
Demo?


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PostPosted: 07 Mar 2012, 17:00 

Joined: 20 Oct 2009, 12:04
I tested at work in a free time. So demo is very stupid. But commander stucks:
I give orders at 04:00 -> stuck at 06:00
I give orders at 06:15 -> stuck at 06:50
I give orders at 07:28 -> stuck at 07:40

http://www.2shared.com/file/u7bm2XzD/20 ... eDry_.html


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PostPosted: 08 Mar 2012, 01:01 
Spring Developer

Joined: 08 Oct 2006, 15:58
jamerlan wrote:
So demo is very stupid.


Don't worry, even stupid demos showing a bug (one that was not even related specifically to QTPFS in this case) are infinitely more valuable and helpful to us than vacuous "feedback" of the kind given earlier.

If you get bored enough to test at work again (which is awesome), grab this installer.


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PostPosted: 08 Mar 2012, 17:22 

Joined: 20 Oct 2009, 12:04
I tested 87.0 again on another map (tabula-v4)
and commander stucks a lot during reclaim (with release version 87.0):
http://www.2shared.com/file/BHOfsfyu/20 ... v4_87.html
take a look at commander at
21:00 - 23:00
------------------------------------------------
Also, I tested your new build and looks like commander does not stuck anymore during reclaim, but it still stuck sometimes during build and then skip 1 element from queue:
http://www.2shared.com/file/h1zuHXly/demos.html
take a look at commander at
01:50 - 02:20 (skips llt)
13:20 - 14:00 (dragin's eye)
14:50 - 15:20 (dragin's eye)
Also, AI did nothing. Maybe because I see a lot of "Warning: Waiting packet limit was reached for invalid AI #0 [packets dropped]" warnings. Infolog also attached.
Take a look at AI at 35 minute for example. It should be the hardest AI and he did nothing.

Quote:
grab this installer.

P.S. I like portable spring version more than installer version


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PostPosted: 08 Mar 2012, 17:27 

Joined: 20 Oct 2009, 12:04
Fedora packages ready:
https://admin.fedoraproject.org/updates ... 7.0-1.fc16
http://koji.fedoraproject.org/koji/buil ... dID=305295

thanks to: Gilboa Davara!


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PostPosted: 09 Mar 2012, 00:41 
Spring Developer

Joined: 08 Oct 2006, 15:58
jamerlan wrote:
P.S. I like portable spring version more than installer version


feast on this new build then: http://springrts.com/dl/buildbot/defaul ... ortable.7z


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PostPosted: 09 Mar 2012, 13:26 

Joined: 20 Oct 2009, 12:04
Kloot, this time all was great! I played 2 times and no issues. I gived complex orders to build and to reclaim and all was completed. Good job!

But still there were 2 interesting moments. Maybe it was ok and don't needs to be fixed.
demo:
http://www.2shared.com/file/fV6eJ4Ni/20 ... _8701.html

1) 11:30 - 13:00 constructor (at left, near energy converter) stuck for 1.5 mins trying to walk through the tree. Then tree was destroyed and constructor finishes his work.

2) 14:30 - 16:00 Commander trying to walk through dead units. But he accomplished his work because corpses were destroyed.

I tested only in BA 7.63.
New release needed to include these fixes? These fixes were very important I think.


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PostPosted: 11 Mar 2012, 15:34 

Joined: 13 Aug 2007, 12:19
Server is offering 85 btw..


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