View topic - Spring 0.80.0 (Release Candidate)



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PostPosted: 12 Aug 2009, 14:46 
Spring Developer

Joined: 24 Jun 2007, 07:34
Location: 50┬░ 56' N, 11┬░ 35' O
This version is not yet deployed on the server. For online play, 0.79.1 is still needed.

After we did a vast amount of testing and bugfixing in the last days, we now think that it is time for a new spring version to be released: Spring 0.80.0

Installer:
http://springrts.com/dl/spring_0.80.0.exe
Source:
http://springrts.com/dl/spring_0.80.0_src.tar.lzma

Because we think that what we did with the last release, making a release candidate available without deploying on the server worked quite well, we will do the same procedure now. Depending on the amount and seriousness of bugs discovered during the next week, we will decide if we will make another RC or deploy a fixed version on the server. So please give this version some testing. If you don't do this, don't complain because of bugs afterwards.

Because I got tired of listing all the hardworking developers who make this release happen, I will just skip to the cool new stuff in this release:

Engine / Simulation:
  • units can now move backwards
  • notable speed improvement of feature handling (unit wrecks, tress...)
  • LuaCOB: make it possible to make units with Lua instead of bos/cob
  • some fixes for sm3 map-format
  • pathfinding improvements for close groups of units
  • reclaim / ressurection now correctly exported to LuaAI
  • make better use of SSE functions for speed improvements
  • now compatible with Boost 1.34 again (was 1.35 for spring 0.79)

Engine / GUI, System:
  • IPv6 support for all parts of the engine
  • caching for 7z archives: speed improvements at high compression levels (solid archives now usable)
  • rudimentary menu when starting spring executable directly
  • BumpWater got a major speed increase, and shorewaves look better
  • various improvements for the sound system (multithreading, fixes for music, ogg-effects...)

AIs:
  • Added /aikill and /aicontrol commands (only works in singleplayer in this version)
  • AIs won't crash the game anymore on startup
  • some AIs play better now (especially KAIK)
  • a lot of minor bugs

Dedicated Server:

  • ingame stats exported to the autohost on game end
  • always print IPs of players, even if connection fails
  • allow password-protecting client slots to prevent name spoofing (needs lobby support)

For a complete list of changes, take a look at the git log, as usual.

Some stats-whoring:
783 files changed, 31180 insertions(+), 58396 deletions(-)
Which is about a magnitude lower than the changes for version 0.79, and we have still the hope this will lead to lesser bugs :lol:


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PostPosted: 12 Aug 2009, 14:52 

Joined: 28 May 2009, 15:24
Great, thx to all devs!!! :-)


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PostPosted: 12 Aug 2009, 14:57 
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Joined: 27 Feb 2006, 13:49
Location: Core Prime IA
great, I hope ugly sounds will be fixed here at last..

thanx to all involved.


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PostPosted: 12 Aug 2009, 15:06 
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Joined: 02 Jan 2007, 16:18
Location: Bremen, Germany
Please include an updated BA config for AAI. :) (fixed)

Otherwise looking good. Thanks.


Last edited by MelTraX on 14 Aug 2009, 01:28, edited 1 time in total.

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PostPosted: 12 Aug 2009, 15:09 
Tournaments Moderator
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Joined: 08 Dec 2007, 17:39
Location: UK - England
Yay backwards movement!!!


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PostPosted: 12 Aug 2009, 16:59 
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Joined: 26 Oct 2007, 15:21
Bumpwater is bugged, tested on dworld v1.

Some click bug too, i couldnt left click for a while, but could issue orders like fight with it. This all passed after i right clicked once


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PostPosted: 12 Aug 2009, 17:09 
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Joined: 22 Aug 2006, 15:19
always post screenshots if graphics are bugged.


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PostPosted: 12 Aug 2009, 17:22 
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Joined: 26 Oct 2007, 15:21
Not screenshotable bugs, since the water appears to 'flow' at 10x its usual rate. Flow rates (movement of the normal maps) seem completely off from the old version. Maps with no bumpwater settings have obscenely slow flow rates


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PostPosted: 12 Aug 2009, 17:33 
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Joined: 19 May 2009, 20:10
Auswaschbar wrote:
[*]always print IPs of players, even if connection fails


Whole ip or SmurfServ format (x.y.*.*)?


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PostPosted: 12 Aug 2009, 17:39 
Spring Developer

Joined: 24 Jun 2007, 07:34
Location: 50┬░ 56' N, 11┬░ 35' O
SirMaverick wrote:
Auswaschbar wrote:
[*]always print IPs of players, even if connection fails


Whole ip or SmurfServ format (x.y.*.*)?

Whole IP, in url notation, e.g.
[::ffff:192.168.2.2]:44820


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PostPosted: 12 Aug 2009, 18:26 
Skinner / Texturer
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Joined: 18 Oct 2005, 19:56
Location: Germany
i like the ingame menu, great idea!! what should be fixed:
- menu is hardly readable (contrast of menu<->background is too low)
- lobby doesnt start (perhaps because i just have tasclient)
- error message if you have no mod or map (message should be printed in the ingme menu before spring tries to launch a game. there should be a hint on how to get a map and mod easily)


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PostPosted: 12 Aug 2009, 19:24 
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Joined: 21 Dec 2006, 14:36
Location: Infront of my computer
Off the bat, my tasclient wont work :/.

I WILL NOT USE SPRING LOBBY


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PostPosted: 12 Aug 2009, 19:32 
Zero-K Developer
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Joined: 10 Sep 2008, 02:11
Location: In search for TheTruth (TM)
After all my nagging...

No implementation of the mesh deformation code? :(
Oh well, another 6 months...

That said, the release is looking sweet! I look forward to using luacob and bumpwater. :-)


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PostPosted: 12 Aug 2009, 20:35 
Map Creator
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Joined: 17 Feb 2006, 15:58
Location: retired
could you add the features transparency fix? it currently works only with reflective units setting turned on.
Thread: http://springrts.com/phpbb/viewtopic.php?f=11&t=19639

srlsy, this is one of the easiest fix which would improve the look of the game with small piece of code :/

also it would allow me to finish my map which uses a lot of transparent features... would look fugly/unplayable with no transparency...

--

This really annoying bug still not fixed:
http://springrts.com/phpbb/viewtopic.php?f=11&t=19580

if you are speccing and then minimize the game, and when the game ends and autoquits, next time when game starts, it starts minimized, and you cant maximize it anymore, so you need to restart spring manually, then maximize, and then close.

Edit: hmm, not sure does it fuck up the rendering anymore, seems like it can be fixed by maximizing window again, but not sure about that... cant test it ingame now

--

When i doubleclick this "test spring" button on the spring.exe startup window, it makes error "opening a third local connection is not allowed" o.O

minor: too long map/mod names doesnt expand the window under them, so they float out of the map/mod selection window.

--

when trying to launch TASClient on this version of spring, it gives error "procedure starting position GetLuaAIName not found in dynamically linked library UnitSync.dll" (was actually in finnish but tried to translate to english :P)
Edit: works with old unitsync.dll

--

ginekolog wrote:
great, I hope ugly sounds will be fixed here at last..
nope, i cant see "[x] disable 3d sound effects" option anywhere :/

dgun and combomb sounds are really pain in the ass, i wish i could somehow disable those, the combomb sound is fucking loud, no matter how high your camera is flying.


Last edited by TradeMark on 12 Aug 2009, 21:15, edited 7 times in total.

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PostPosted: 12 Aug 2009, 20:55 

Joined: 13 Aug 2006, 17:55
http://img196.imageshack.us/img196/5760/springbaddefaults.png

Please for the love of god AT ALL COST do not let this slip through. ;_;

I remember major rage at this sort of default interface `'"improvement"'` at least three times in the past:
- Ctrl+move changed to slow all units down to the speed of the slowest unit
- zooming in/out sways to the side depending on where the mouse cursor is
- middle click on minimap to move camera instead of rightclick unless you regedit MinimapFullProxy

Now we have someone claiming that smooth "behaves like Overhead except".
Spring users unite!

PS.. lol mods with a weird sense of humor:
You cannot use certain BBCodes: [img].


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PostPosted: 12 Aug 2009, 22:13 
P.U.R.E. Developer
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Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
Tested. Bumpwater seems fine, on nVidia 7800GS.

Behirith, try these settings, to confirm that the error is in the engine:

//WATER 4 OPTIONS
BumpWaterTexSizeReflection=64;
BumpWaterReflection=1;
BumpWaterRefraction=0;
BumpWaterShoreWaves=1;
BumpWaterAnisotropy=0;
BumpWaterUseDepthTexture=1;
BumpWaterDepthBits=24;
BumpWaterBlurReflection=1;

specularPower=0.05;
specularFactor=0.1;
ambientFactor=0.2;
diffuseFactor=0.2;
fresnelMin=0.2;
fresnelMax=0.7;
fresnelPower=4.0;
reflectionDistortion=1.0;
blurBase=2.0;
blurExponent=1.5;
perlinStartFre=4.0;
perlinLacunarity=3.0;
perlinAmplitude=1.1;


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PostPosted: 12 Aug 2009, 22:23 
Spring Developer
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Joined: 28 Jun 2007, 06:30
Argh wrote:
Tested. Bumpwater seems fine, on nVidia 7800GS.

Behirith, try these settings, to confirm that the error is in the engine:

//WATER 4 OPTIONS
BumpWaterTexSizeReflection=64;
BumpWaterReflection=1;
BumpWaterRefraction=0;
BumpWaterShoreWaves=1;
BumpWaterAnisotropy=0;
BumpWaterUseDepthTexture=1;
BumpWaterDepthBits=24;
BumpWaterBlurReflection=1;

specularPower=0.05;
specularFactor=0.1;
ambientFactor=0.2;
diffuseFactor=0.2;
fresnelMin=0.2;
fresnelMax=0.7;
fresnelPower=4.0;
reflectionDistortion=1.0;
blurBase=2.0;
blurExponent=1.5;
perlinStartFre=4.0;
perlinLacunarity=3.0;
perlinAmplitude=1.1;

that's not what he meant, he dislikes the new wind affected movement and I am not 100% comfortable with it either :?


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PostPosted: 12 Aug 2009, 22:25 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
how does this backwards movement stuff work? do we get a new call in to pick up the mode of movement?


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PostPosted: 12 Aug 2009, 22:29 
P.U.R.E. Developer
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Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
gl.Points sprites are still borked. I said something about it almost two weeks ago, I guess it got ignored:

http://www.wolfegames.com/TA_Section/point_objects.jpg
As you can see, they're blending just fine, I just can't bind a texture to them.

Backwards movement:

1. There is a new #define variable, 109, REVERSING (GET only) for COB callin behavior.

2. New UnitDef variable. maxReverseVelocity, if > 0, automagically determines reversing state and how fast. Set near to maxvelocity for good results (imo).


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PostPosted: 12 Aug 2009, 22:52 
Spring Developer
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Joined: 28 Jun 2007, 06:30
Argh wrote:
gl.Points sprites are still borked. I said something about it almost two weeks ago, I guess it got ignored:

http://www.wolfegames.com/TA_Section/point_objects.jpg
As you can see, they're blending just fine, I just can't bind a texture to them.

nothing is broken, you just don't understand any opengl ...


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