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 Post subject: Bugfix release, 0.77b5
PostPosted: 21 Oct 2008, 23:17 
Spring Developer

Joined: 24 Jun 2007, 07:34
Location: 50┬░ 56' N, 11┬░ 35' O
Because some bugs still slipped through the 0.77b4 version, we have created a b5 release. If everything went as expected, this should be the last release in this short time, next one will take longer (even if it might become another bugfix release).
Look at the download page for direct download links, or use the ingame updater which should now work in this version.

What has changed?

Installer:
  • check if common unitsync users are running, abort installation if any is found
  • don't download and install RiverDale and SmallDivide when the user already has it

Crashes:
  • even more preventions of DIV0

User Interface:
  • whe watching a demo with a setup locally, overwrite maxspeed with 10
  • fix mousehover detection for radar icons
  • fixed performance of Lua fontHandler
  • make the orbit-controller actually do something on win32
  • make the orbit-controller speeds configurable
  • rescale fonts on window resize so they don't look ugly
  • fixed black border blending of fonts
  • ATI drivers lie about not supporting extensions required by shadows. we ignore that extension now

Engine:
  • new fbi tag: bankingAllowed - only affects hoverAttack=1 units; controls if the aircraft can bank.
  • fbi tag upright now affects gunships
  • fix CAirMoveType using an uninitialized variable (maxSpeed)
  • fix Aircraft fuel not working properly on units with multiple weapons
  • fix SendLuaMsg
  • improve heading table resolution, this makes huge units less jerky
  • fix the gamespeed not going back up after it was slowed down
  • when ArchiveCache has not been written yet, do not add archive dependencies that are already in the chain (was breaking demos)
  • fix factories switching their yardmap to fully-blocked when a unit is present inside (so units don't getstuck inside)
  • fixed map defined detailtex
  • fix LUA Spring.GetTeamResources does not return "received" for one player on each team

Unitsync / Lobby interface:
  • engine now loads many start script options from GAME\ModOptions\ section in start script, instead of just GAME\
  • added EngineOptions.lua to springcontent.sdz, this contains the default engine options for backward compatibility
  • GetModOptions unitsync call parses both EngineOptions.lua and ModOptions.lua, and returns combined list of options

Random:
  • lots of fixes to CMake and dedicated server (already released)
  • minor KAIK stability fixes

I stopped uploading zip archives with the source code because I don't consider them usefull. If you have used them, post a hate message here.

Almost forgot to thank people who made this happen: imbaczek, kloot, tvo, submarine, jK, det and all helpers, testers, contributors etc.

Important: You have to upload your lobby to make use of some of the new features (included in the installer).
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PostPosted: 21 Oct 2008, 23:28 
Moderator

Joined: 22 Aug 2006, 15:19
gratz to all, especially kloot, lots of bugs fixed. well done!
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PostPosted: 21 Oct 2008, 23:49 

Joined: 21 Oct 2008, 23:43
Location: Ohio, USA
You guys broke DSD...or so it seems. No one's been able to play it yet. Quite frankly, I wouldn't mind if you kept it this way. :)
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PostPosted: 21 Oct 2008, 23:51 
User avatar

Joined: 02 Jul 2008, 04:52
Location: taco bell. get me out of this freezer! stupid fastfood. hheellppp! lolz
these are great updates but can you tell me how to watch past replays cause every time you make new updates i cant watch my past (version) replays and its annoying. i heard you have to have the old 'exe' files, is that true? if it is, can you tell me where to get them? thanks in advance
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PostPosted: 21 Oct 2008, 23:56 

Joined: 21 Oct 2008, 01:54
I can't even make a game dude to the DSD crash....
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PostPosted: 21 Oct 2008, 23:56 
Moderator

Joined: 22 Aug 2006, 15:19
probably the easiest way is to get old installers and install several versions of the game side by side.
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PostPosted: 21 Oct 2008, 23:59 

Joined: 21 Oct 2008, 01:54
imbaczek wrote:
probably the easiest way is to get old installers and install several versions of the game side by side.

Or make an option that lets you use the old version.
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PostPosted: 22 Oct 2008, 00:05 
User avatar

Joined: 02 Jul 2008, 04:52
Location: taco bell. get me out of this freezer! stupid fastfood. hheellppp! lolz
Super Mario wrote:
imbaczek wrote:
probably the easiest way is to get old installers and install several versions of the game side by side.

Or make an option that lets you use the old version.


+1 super mario ftw
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PostPosted: 22 Oct 2008, 00:11 
Spring Developer

Joined: 01 Jun 2005, 10:36
Location: The Netherlands
Congrats!

For lobby developers, note that I deployed small tweak to tasserver by dizekat: TASServer now does not block joining in game battles anymore

Old behaviour can be restored by host's lobby client by locking battle when game starts and unlocking when game ends. It can be restored for player's lobby clients by implementing this in game check client side. All in all there is choice now, which there wasn't before :-)
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PostPosted: 22 Oct 2008, 03:46 
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Joined: 16 Jan 2008, 02:04
Location: Some where in the North Island of NZ
When are you going to fix the autohost lag issue?
players need hosts that acutaly work and dont lag the game!
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PostPosted: 22 Oct 2008, 16:54 

Joined: 01 Apr 2008, 21:56
i'm sorry to be of bad feedback, but this replays thing is EXTREMELY boring. I mean, replays are a huge part of the gaming experience.

The fact you can't watch replays between differents major releases, fine, i understand. But that you can't watch your 0.74 replays after what is said to be a bugfix release is annoying at last.

Except from that ,congrats to the devs, things running smoothly here
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PostPosted: 22 Oct 2008, 16:58 
Modeler
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Joined: 13 May 2008, 15:51
Location: Universe
[quote="[LBF]Vache"]i'm sorry to be of bad feedback, but this replays thing is EXTREMELY boring. I mean, replays are a huge part of the gaming experience.

The fact you can't watch replays between differents major releases, fine, i understand. But that you can't watch your 0.74 replays after what is said to be a bugfix release is annoying at last.

Except from that ,congrats to the devs, things running smoothly here[/quote]

Well, if you avoid the checksum you actually can, might get sync errors though.
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PostPosted: 22 Oct 2008, 17:02 
Spring Developer

Joined: 08 Oct 2006, 15:58
"But that you can't watch your 0.74 replays after what is said to be a bugfix release is annoying at last."

There'd be no point in allowing it, since (some of) the engine bugfixes still
mean that your 77b{n} demos will play out differently in 77b{n + k} than
how they were recorded.
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PostPosted: 22 Oct 2008, 17:46 
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Joined: 21 Feb 2006, 14:09
Location: qq harder
Great release

and also breaking DSD should be a highlight of 0.77b5 if it does so :P
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PostPosted: 22 Oct 2008, 18:51 
Map Creator
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Joined: 17 Feb 2006, 15:58
Location: retired
we need bugfixes FAST.

i found like 5 bugs for now, crashes game etc.
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PostPosted: 22 Oct 2008, 21:31 
Moderator

Joined: 15 Jul 2007, 21:02
I thought bugfix releases were supposed to have fewer? Or have these crashers and DSD issues people are talking about been there all along?

Minimal changes in minor versions and all ;)
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PostPosted: 23 Oct 2008, 01:24 
Moderator
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Joined: 06 Aug 2005, 12:15
Im not sure if this is 100% yet, but the server crashes for hosting big games seems to relate to the map's pre-defined start positions in the .smd.

For instance, DSD has 10 pre-defined start positions, if a host runs his server with a limit of 10 players, the map is playable.

For Small Supreme Battlefield, which has 6 pre-defined starts, if a host runs the server at more than 6, nobody can connect and the server crashes.

If anyone else can test this and prove it, we might have found an answer to why games are crashing.

also alot of sync errors happening in 77b5 in those larger games.
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PostPosted: 23 Oct 2008, 01:58 
Moderator

Joined: 22 Aug 2006, 15:19
sync errors seem to be an autohost issue; start pos things are confirmed.
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PostPosted: 23 Oct 2008, 04:51 
Imperial Winter Developer

Joined: 24 Aug 2004, 07:59
It seems that ground decals are slightly misaligned this version.
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PostPosted: 23 Oct 2008, 18:40 
Spring Developer

Joined: 01 Jun 2005, 10:36
Location: The Netherlands
imbaczek wrote:
sync errors seem to be an autohost issue; start pos things are confirmed.

I had quite some sync errors too when I played some XTA and Micro Modules with BrainDamage.

Interestingly they didn't snowball tho, they popped up and disappeared several times during pretty much each battle.
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