View topic - Release candidate: Spring 0.81.0



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PostPosted: 19 Jan 2010, 17:51 
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Satirik wrote:
FLOZi wrote:
Changelog tends to get updated all at once in multiple commits just before release. Obviously its only a brief summary of all of the preceding git log, plenty of changes are not in it, especially minor ones.


this one is not minor it changes the default TA style building


I wouldn't exactly call it major. At any rate, it may be unintended, it may not be, but I imagine there is support for keeping it as an option.


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PostPosted: 19 Jan 2010, 17:56 
Engines Of War Developer

Joined: 09 Jun 2005, 22:39
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Hmm - my graphics card gets the axe with the next version (or maybe I just have to update the drivers?).
Anyhows:

I don't know how many people are going to be effected by this, but it might be nice to have this error:
"Minimal required OpenGL version is 1.4" (thats from the infolog)
show up in a popup ? Spring.exe just runs (real) shortly then shuts down again, potentially leaving less savvy users asking themselves why it won't run anymore. Not necessarily a reason for another Release candidate I guess, but perhaps for the future.

No complaints from my side by the way: it's fair enough it doesn't let me play, as it was showing some major glitches - was just good enough for testing. Guess I'll have to fire up my old unfaithful (but stronger in the graphics department) laptop :P.

For the sake of completeness:

Code:
LogOutput initialized.
Spring 0.81.0.0 (0.81.0-0-g31fece0{@}-cmake-mingw32)
Build date/time: Jan 19 2010 00:52:53
Available log subsystems: mapinfo, CollisionVolume, unit, VFS-detail, VFS, ArchiveScanner, Sound
Enabled log subsystems: Sound
Enable or disable log subsystems using the LogSubsystems configuration key
  or the SPRING_LOG_SUBSYSTEMS environment variable (both comma separated).
default config file: C:\Documents and Settings\user\Local Settings\Application Data\springsettings.cfg
using default configuration source "C:\Documents and Settings\user\Local Settings\Application Data\springsettings.cfg"
[CMyMath::Init] CPU SSE mask: 112, flags:
   SSE 1.0:  1,  SSE 2.0:  1
   SSE 3.0:  0, SSSE 3.0:  0
   SSE 4.1:  0,  SSE 4.2:  0
   SSE 4.0A: 0,  SSE 5.0A: 0
   using streflop SSE FP-math mode, CPU supports SSE instructions
OS: Microsoft Windows
Microsoft Windows XP Professional Service Pack 3 (build 2600)
        Intel(R) Pentium(R) M processor 1200MHz; 630MB RAM, 1363MB pagefile
OS: 32bit native mode
Using read-write data directory: C:\Program Files\Springbeta\
Using read-only  data directory: C:\Documents and Settings\user\My Documents\My Games\Spring\
Scanning: C:\Documents and Settings\user\My Documents\My Games\Spring\maps
Scanning: C:\Documents and Settings\user\My Documents\My Games\Spring\mods
Scanning: C:\Program Files\Springbeta\maps
Scanning: C:\Program Files\Springbeta\base
Scanning: C:\Program Files\Springbeta\mods
Video mode set to  800 x 600 / 32 bit
[      0] SDL:  1.2.10
[      0] GL:   1.4.0 - Build 4.14.10.3775
[      0] GL:   Intel
[      0] GL:   Intel 855GM
[      0] GLEW: 1.4.0
[      0] Minimal required OpenGL version is 1.4


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PostPosted: 19 Jan 2010, 17:58 
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Sounds like sex to me.


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PostPosted: 19 Jan 2010, 18:00 
Spring Developer

Joined: 01 Jun 2005, 10:36
Location: The Netherlands
SeanHeron wrote:
Code:
[      0] GL:   1.4.0 - Build 4.14.10.3775
...
[      0] Minimal required OpenGL version is 1.4

That sounds like a bug in the version check.


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PostPosted: 19 Jan 2010, 18:21 
Engines Of War Developer

Joined: 09 Jun 2005, 22:39
Location: Germany, the EU
I don't see why you think so - like I said, in previous spring versions I did have major errors in map display - so would full well believe I have too old a version.

I thought the following info on my graphics card might be useful (though I remembered too late that dxdiag wouldn't tell me my OpenGL version - obviously :P). If there's any other way I can help, do say so!

Edit:
Oh - forgive me for overlooking the obvious :/. Sorry, hadn't caught onto the first line you'd pasted their Tobi, thanks (and believe me, I'd be glad if I could still run Spring on this comp next version :P).


Last edited by SeanHeron on 19 Jan 2010, 20:16, edited 1 time in total.

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PostPosted: 19 Jan 2010, 18:45 

Joined: 17 Feb 2007, 18:43
Location: Netherlands
I think the content of hoijui's post should be move to the news article (and do so for each rc article). Or maybe link to an external faq page or something.

Because right now, if you download the rc, you cannot test unless you find a server without check or find out about hoijui's pots, which both are too complex if you want more people testing.

Also I use a different windows user for the RC installation to reduce possible conflict with my main spring version. Is this still needed (if you dont want to mess up the stable spring on your pc)?

[edit]
about editing the sl config:
<smoth> you may want to add a note that the config cannot be modified while the lobby is open
[/edit]


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PostPosted: 19 Jan 2010, 20:22 
Spring Developer

Joined: 01 Jun 2005, 10:36
Location: The Netherlands
merijn wrote:
I think the content of hoijui's post should be move to the news article (and do so for each rc article). Or maybe link to an external faq page or something.

Linked to it in news post.


If some of the server peeps could set up a test lobby that would be nice *hint*


Also, major bug, found by smoth:
  • map options are completely ignored EDIT: fixed


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PostPosted: 19 Jan 2010, 20:53 
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all stipulations aside; big thank-you to the engine dev team for their continuing efforts to improve spring. love you guys.


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PostPosted: 20 Jan 2010, 12:06 
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Joined: 15 Oct 2006, 12:17
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MAN PAGES! They rarely get any praise, but thank you to whoever wrote them.


Last edited by Relative on 20 Jan 2010, 12:23, edited 1 time in total.

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PostPosted: 20 Jan 2010, 12:20 
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mammadori did them


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PostPosted: 20 Jan 2010, 23:12 

Joined: 22 Jan 2009, 19:25
Hi,

nice RC ;)
Runs not bad - but have noticed 2 things (dont know IF it planed to have this in this Relase ...)

The start-points are still drawing - with no sense.This was discused in another thread ...should be finaly removed and only as option drawing.
(better as the even non-functional "start-point-remover" wdget ...)

The maping additionaler mouse buttons to button 3 (or 02 if counting
start at 00) if still non-funktional.(middle-mouse button-maping)

The specular/shadow angle missmatch on my ATI card is present.
This is a little bit funny - on one nightly this is o.k. - 2 nightlys later
it is wrong again and the next is o.k. again ... :P
It is not a big Harm ... but would be nice finaly fixed ... ;)

Regards
R-TEAM


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PostPosted: 20 Jan 2010, 23:13 
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R-TEAM wrote:
Regards
R-TEAM


-_-


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PostPosted: 20 Jan 2010, 23:23 
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Joined: 16 Nov 2004, 13:08
When I zoom out, the enemy takes my own color. Or I take their color. or maybe it's not related to zooming. Whatever. It just confusing the hell out of me that team color keeps changing, one second each team its own, then everybody one color, then everybody the other color. I don't think I'll ever be able to play a proper game with such instability in team colors.

Minimaps team colors stay good though.

Should you want an infolog.

Additional notes:
/advshading 1 fixes it
the bug only occurs when there's units of different team in view. If I watch a corner where's only one team, it'll have the good team color.


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PostPosted: 21 Jan 2010, 01:41 
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Tobi wrote:
[*]Wind fixed to stay in between map boundaries


YES! YES! YES! YES! YES! YES!

you have no idea how much this pissed me off >_>
why didn't it ever go over the maximum? it always went under the minimum ;-;


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PostPosted: 21 Jan 2010, 15:48 

Joined: 11 May 2008, 22:29
Mega annihilation 2.0 is now broken :cry:


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PostPosted: 21 Jan 2010, 16:25 
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zwzsg wrote:
When I zoom out, the enemy takes my own color. Or I take their color. or maybe it's not related to zooming. Whatever. It just confusing the hell out of me that team color keeps changing, one second each team its own, then everybody one color, then everybody the other color. I don't think I'll ever be able to play a proper game with such instability in team colors.

Minimaps team colors stay good though.

I guess this are far textures, which is what is drawn between LOD- and Icon-Distance. They all use the same team color, as each unit(def) is drawn just once(from a few angles) and then reused for all teams.


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PostPosted: 21 Jan 2010, 16:48 
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So zwzsg is confusing live models with static images? AND advanced shading somehow makes him not?

Wartender wrote:
Tobi wrote:
[*]Wind fixed to stay in between map boundaries


YES! YES! YES! YES! YES! YES!

you have no idea how much this pissed me off >_>
why didn't it ever go over the maximum? it always went under the minimum ;-;
The wind used to drop when it was changing directions. So now it'll just rotate at slow speeds, with a cry of PHYSICS but not going under the min? Or was this done in some other way.


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PostPosted: 21 Jan 2010, 17:30 
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yea dont touch wind..


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PostPosted: 21 Jan 2010, 17:41 
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I dislike getting the wind I'm promised. My SpeedMetal tactic doesn't even work any more. Personally, I'd prefer to not have wind mills animated at all if it meant we couldn't actually keep to the wind limits.

I've said it before, and I'll say it again for years to come. "I'd prefer to play a game with good gameplay, even if it just used solid 3D untextured shapes as units and hardly any graphics. If the gameplay is good, I'll play it. If a game is made with graphics and looks as it's primary focus, it's probably going to lack in terms of gameplay."


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PostPosted: 21 Jan 2010, 18:09 
Spring Developer

Joined: 24 Jun 2007, 07:34
Location: 50┬░ 56' N, 11┬░ 35' O
lurker wrote:
So now it'll just rotate at slow speeds, with a cry of PHYSICS but not going under the min? Or was this done in some other way.

r and theta of the wind vector now change both linearly, independent of each other


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