New spring version, 0.73b1 - Page 3

New spring version, 0.73b1

Discuss Spring news, such as fresh releases and press coverage, here.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

jcnossen wrote:Candidate bugs to be fixed for 0.73b2:
...
- tasclient doesn't start at all for some people, even after clean install
...
Maybe related to this:
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7403
jackalope wrote:I'm not sure how, but ......
I tried to completely uninstall Spring, then reinstall.
...
...
...
Ok, I went through the registry manually deleting anything related to TASClient. After that and another re-install the problem is fixed.
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Shadowfury333
Posts: 55
Joined: 25 Sep 2006, 00:32

Post by Shadowfury333 »

So is sm3 the WarCraft III like map format that was on the dev wishlist?
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

I will try to make a placement thingy, but im not really used to working with binary files, im having to learn how to do that as i go. I MIGHT have a test bug-ridden GUI version out in a week or two, but dont count on it.
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Am I the only one who has building spacing broken?

shift+x / shift+z does NOT work and it's EXTREMELY annoying.

Anyone got a solution?

Is this part of the new Keybinding system dilemma?
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jackalope
Posts: 694
Joined: 18 Jun 2006, 22:43

Post by jackalope »

Foxomaniac wrote:Am I the only one who has building spacing broken?

shift+x / shift+z does NOT work and it's EXTREMELY annoying.

Anyone got a solution?

Is this part of the new Keybinding system dilemma?
try z and x, they got reversed somehow
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Lawl, the modification to the changelog this release made nearly doubled the document's total size :D
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

JC, the terrain shaders for sm3 maps was not included in this release. Was that intentional?
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LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

I noticed how my custom client icon STILL hasn't been implemented. Why is that?
danpaul88
Posts: 7
Joined: 04 Jul 2006, 17:23

Post by danpaul88 »

Don't know if this is just me, but when I enable the dual screen option is still only uses 1 screen, but jams the dual screen view onto one screen, so everything is really narrow >.<

I am using a Radeon 9800se with an LG monitor as the primary display and a Yamada TV / Monitor combo as the secondary display...

Running WinXP SP2
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

Update Installer still moves ALL maps to \oldmaps if there is ONE outdated map. My mapfolder ist ~2 GB and it takes quite some time for windows to move everything...and yes I need all those maps :roll:

Maybe its just my mouse but sometimes (actually very often) when I drag a rectangle to select units, everything gets deselected very fast (like its only selected for 0.1 seconds)
Then I have to shift+click everything, which is kinda annoying.
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

JC, the terrain shaders for sm3 maps was not included in this release. Was that intentional?
No.. that sucks... :/
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

well there is one bug i didnt report.


Using RMB formation mode.

The destination points for the formation, are shifted.


it will show units will make the formation there, but they will actually end up here.


Cheers for the new "drag lenght" aware formations!

thinking of binding 1 2 and 3 to metal extractor, radar and llt...
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Belmakor
Posts: 212
Joined: 16 Nov 2005, 00:01

Post by Belmakor »

danpaul88 wrote:Don't know if this is just me, but when I enable the dual screen option is still only uses 1 screen, but jams the dual screen view onto one screen, so everything is really narrow >.<
Dual screen is not *really* dual screen, that's why. In order to play in this mode, you need to set up your 2 monitors as a "horizontal span" (that's the setting in the nVidia control panel, anyway), so that the 2 screens are treated as 1, extra-wide screen. Then dual-screen mode in Spring will split this big screen in 2, putting the minimap on one half and the 3-d terrain view on the other.
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

The bug that halts the game if you queue up a huge box of units/structures is still there (its worse for some hosts than it is for others). This makes playing nanoblobs in particular difficult for some people.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

mongus wrote:well there is one bug i didnt report.


Using RMB formation mode.

The destination points for the formation, are shifted.


it will show units will make the formation there, but they will actually end up here.
...
True. That seems to be related to elevation as it only happens when we order to some elevated area.
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LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

So I got the client working...
I want the channels and the battle screen back to diffrent windows. Really. The window merging is very annoying.
danpaul88
Posts: 7
Joined: 04 Jul 2006, 17:23

Post by danpaul88 »

Belmakor wrote:
danpaul88 wrote:..
Dual screen is not *really* dual screen, that's why. In order to play in this mode, you need to set up your 2 monitors as a "horizontal span" (that's the setting in the nVidia control panel, anyway), so that the 2 screens are treated as 1, extra-wide screen. Then dual-screen mode in Spring will split this big screen in 2, putting the minimap on one half and the 3-d terrain view on the other.
I prefer to keep them seperate, so I guess I will just have to stick with single screen :( thanks for the response though, at least now I won't tear my hair out trying to make it work ^^
Last edited by danpaul88 on 07 Oct 2006, 15:21, edited 1 time in total.
Dwarden
Posts: 278
Joined: 25 Feb 2005, 03:21

Post by Dwarden »

hopefully in future 2nd (3rd etc) screen will be supported as standalone (e.g. map onlY) , this came handy with different sized monitors used together ...
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

jcnossen wrote:
JC, the terrain shaders for sm3 maps was not included in this release. Was that intentional?
No.. that sucks... :/
That's almost chuckle-worthy. Almost.
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

No really, I put many hours in this sm3 thing and in the end forget to put the damn shaders in.
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