View topic - New version, 0.74b1



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 Post subject: New version, 0.74b1
PostPosted: 27 Nov 2006, 22:27 
Site Admin

Joined: 13 Aug 2004, 18:12
A new version of Spring is ready for download.
Some of the new things in this version are improved GUI, Linux and Windows multiplayer games can now work, and of course a lot of bugfixes.
Full changelog can be viewed here

New in this release is also a TA content free installer using the mod nanoblobs, licensed under GPL/Creative Commons.

Go to the download section to grab the new version.


Last edited by Yeha on 27 Nov 2006, 22:39, edited 2 times in total.

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PostPosted: 27 Nov 2006, 22:28 
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Joined: 27 Feb 2006, 13:49
Location: Core Prime IA
lets try this ;)


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PostPosted: 27 Nov 2006, 22:29 

Joined: 18 Jul 2006, 01:05
yippee


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 Post subject:
PostPosted: 27 Nov 2006, 22:30 
Community Lead
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Joined: 10 Apr 2006, 04:05
Location: Finland, 1944
Downloading... and thank you.


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PostPosted: 27 Nov 2006, 22:39 
AI Coder
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
The UF downlaod link is wrong, its pointing to a nonexistant file.


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 Post subject: Problem...
PostPosted: 27 Nov 2006, 23:00 

Joined: 27 Nov 2006, 22:57
When I try to start the new Spring Client I get a error message saying: "This program could not be started because MSVCP71.dll could not be found.", etc...
When revert back to 0.73b1 it works again without problem :/
Can somebody please help me?


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PostPosted: 27 Nov 2006, 23:01 

Joined: 19 Apr 2005, 18:23
:-)


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PostPosted: 27 Nov 2006, 23:04 
Spring Developer

Joined: 08 Oct 2006, 15:58
e: old


Last edited by Kloot on 07 Jan 2008, 19:26, edited 1 time in total.

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 Post subject:
PostPosted: 27 Nov 2006, 23:24 
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Joined: 26 Jun 2006, 19:43
Location: Unknown
http://www.unknown-files.net/index.php? ... &dlid=1963

uf link


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 Post subject: Re: Problem...
PostPosted: 27 Nov 2006, 23:30 
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Joined: 26 Jun 2006, 19:43
Location: Unknown
RPGprayer wrote:
When I try to start the new Spring Client I get a error message saying: "This program could not be started because MSVCP71.dll could not be found.", etc...
When revert back to 0.73b1 it works again without problem :/
Can somebody please help me?


http://www.unknown-files.net/index.php? ... &dlid=1964

there is the dll but i dont know exactly where you need to put it if you have lost it, i searched my system and i have about 12 of them in various places, mostly with compilers.


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 Post subject:
PostPosted: 27 Nov 2006, 23:35 

Joined: 27 Nov 2006, 22:57
I just had to put it in the main folder, heh.
Thank you very much, it helped, don't know why it needed that file all of a sudden, though.


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 Post subject:
PostPosted: 27 Nov 2006, 23:58 

Joined: 29 Jun 2005, 08:31
Location: Ljubljana, Slovenia
Changelog for lobby can be found here.

There is now also a bot mode option which currently only effects anti-flood triggering (plus an icon in the lobby), if you have a dedicated bot running ask one of the admins to set its account status to "bot".

Edit:
A note for bot/lobby devs: Some protocol commands have been changed so your bots won't work with current version correctly. Do a "log" command on lobbyprotocol.txt in SVN to see which ones have changed. You should now also use GetPrimaryModChecksum method in unitsync to retrieve mod's checksum (it returns different checksums than with the old method used by TASClient 0.30 and older).


Last edited by Betalord on 28 Nov 2006, 00:23, edited 3 times in total.

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 Post subject:
PostPosted: 28 Nov 2006, 00:18 
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Joined: 27 Feb 2006, 00:21
Im hoping for many bugfixes in this release, and NOT hoping for a lot of new ones being generated from them! :p But gj with the release, was much needed.


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 Post subject:
PostPosted: 28 Nov 2006, 00:31 

Joined: 19 Apr 2005, 18:23
I just spectated a XTA game and everything was awesome. The new minimap stuff is just...wow! Great work guys! Keep it up!



Image :mrgreen:


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 Post subject:
PostPosted: 28 Nov 2006, 06:35 
Basically OTA Maintainer
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Joined: 22 Feb 2006, 03:01
Location: Back In the Abyss, of OBLIVION!
So, um...
Do SM3 maps work now???
>_>


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PostPosted: 28 Nov 2006, 11:15 
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Joined: 05 Jun 2005, 18:13
Location: NL
Somewhat, maps that cause multipass rendering give problems with z-buffering (IE: Maps that use more than (probably) 5 layers, like whakamatunga), and there is no shadow mapping support (I comitted it after the new version was released)

There might also be a slight change in format coming (specular channel goes to alpha of the diffuse texture, instead of alpha of the normal map). This allows us to store Height in the normalmap Alpha, and that way use it to implement relief mapping


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 Post subject:
PostPosted: 28 Nov 2006, 11:35 
Skinner / Texturer
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Joined: 21 Nov 2005, 13:40
Location: Winland
Quote:
- - Added transparency suport from texture2 in s3o drawing, requires advanced shading.


.... is this for units? :o

So we can use the Tex2's Alpha channel for the transparency?


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 Post subject:
PostPosted: 28 Nov 2006, 12:23 
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Joined: 18 Jan 2006, 16:59
Location: AM I DOIN' IT RITE))))???
I couldn't believe my eyes.

THANK YOU!


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 Post subject:
PostPosted: 28 Nov 2006, 15:13 
Map Creator
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Joined: 12 Jan 2005, 10:25
Location: Still signing off after all these years
Wolf-In-Exile wrote:
Quote:
- - Added transparency suport from texture2 in s3o drawing, requires advanced shading.


.... is this for units? :o

So we can use the Tex2's Alpha channel for the transparency?


Wasn't this in teh last build to? Thats how my tree works anyway, and LS's swamp map.

aGorm


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 Post subject:
PostPosted: 28 Nov 2006, 16:27 
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Joined: 25 Aug 2006, 09:27
Location: With Clara ;)
cool
the new version is here !

we can play again on water maps 8)


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