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
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
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
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)
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
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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.
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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
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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.
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].
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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