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.
Joined: 09 Jun 2005, 22:39 Location: Germany, the EU
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 .
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
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 ). 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 ).
Last edited by SeanHeron on 19 Jan 2010, 20:16, edited 1 time in total.
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]
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*
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 ... It is not a big Harm ... but would be nice finaly fixed ...
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.
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.
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.
Joined: 08 Jan 2007, 06:13 Location: Don't be silly. If there's no machine heaven, where do all the toasters go?
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.
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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