New version, 0.74b1

New version, 0.74b1

Discuss Spring news, such as fresh releases and press coverage, here.
Yeha
Posts: 96
Joined: 13 Aug 2004, 19:12

New version, 0.74b1

Post by Yeha »

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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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Post by ginekolog »

lets try this ;)
DemO
Posts: 541
Joined: 18 Jul 2006, 02:05

Post by DemO »

yippee
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Downloading... and thank you.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

The UF downlaod link is wrong, its pointing to a nonexistant file.
RPGprayer
Posts: 2
Joined: 27 Nov 2006, 22:57

Problem...

Post by RPGprayer »

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?
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

:-)
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Post by Kloot »

e: old
Last edited by Kloot on 07 Jan 2008, 19:26, edited 1 time in total.
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iamacup
Posts: 987
Joined: 26 Jun 2006, 20:43

Post by iamacup »

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iamacup
Posts: 987
Joined: 26 Jun 2006, 20:43

Re: Problem...

Post by iamacup »

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.
RPGprayer
Posts: 2
Joined: 27 Nov 2006, 22:57

Post by RPGprayer »

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.
Betalord
Former Engine Dev
Posts: 543
Joined: 29 Jun 2005, 09:31

Post by Betalord »

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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LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

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.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

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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Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

So, um...
Do SM3 maps work now???
>_>
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

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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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Post by Wolf-In-Exile »

- - 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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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

I couldn't believe my eyes.

THANK YOU!
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Wolf-In-Exile wrote:
- - 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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LBPB
Posts: 119
Joined: 25 Aug 2006, 10:27

Post by LBPB »

cool
the new version is here !

we can play again on water maps 8)
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