Joined: 01 Jun 2005, 10:36 Location: The Netherlands
IMPORTANT NOTE: THIS VERSION IS NOT LIVE YET ON SERVER
Another important note for game developers: in the next version "modinfo.tdf" will be deprecated. You will have to use "modinfo.lua" then. We urge you all to change this as soon as possible to ease the transition. Details can be found here.
Okay, back to the topic of the announcement. The last release candidate had one blocking bug (map options being broken) and some smaller bugs, so here is a new candidate release: Spring 0.81.1.2.
As you can read from the version number, this release does not sync with 0.81.0, so keep that in mind while testing.
In hoijui's post in the thread about the previous release candidate is described how you can test on the current lobby server, if there is no test/backup server available.
Terrain types and water damage are now taken into account for pathing checksum (Fixes desyncs on maps with map options which modify terrain types or water damage)
Changed builder patrol/fight behaviour for Hold Pos and Maneuver movestates
Being-built units are now visible on radar by default
Engine / Rendering, UI:
Added speed display
Improved basic player list
If OpenGL 1.4 is not available, an error is shown
Fixed being-built unit rendering
Placing buildings close together works again
Fixed canceling of first build item when buildiconsfirst is toggled
Engine / Lua:
Less strict type checking in VFS.DirList (fixes FBI2Lua converter)
We will put these links on the download page once the release is live on the lobby server.
Please, test this release candidate and report any bugs you may find (in particular regressions since 0.80.5.2!) on mantis. If no blocking issues are reported, we will officially release this soon.
To test this release on the main/official lobby server, refer to the instructions in this post.
* Terrain types and water damage are now taken into account for pathing checksum (Fixes desyncs on maps with map options which modify terrain types or water damage)
does this mean we don't desync on every map with trees? I hope so, that's really annoying.
Quote:
Placing buildings close together works again
It was broke?
I hope in the next update you focus more on the multi-threaded version of spring
Joined: 09 Jun 2005, 22:39 Location: Germany, the EU
I can confirm the Gl 1.4 Error message being shown - good work! The not so good part (for me) is that it Spring still thinks I don't have version 1.4 (though the version checker says I do..). Sorry, I guess I should have checked this out sooner. If this is all that springs up, don't view it as a reason not to actually release this release canditate though, for sure.
SeanHeron there are two ways (or maybe more) to check for OpenGL 1.4 support, programmatically. we use the sane, which is checking for GLEW_VERSION_1_4 (or something like that). i guess, whatever you use to check the version, uses the version string return by the GetVersion() function (don't know exactly what its called like, but.. you'll get a string). so it looks like your driver does not set GLEW_VERSION_1_4, but reports "1.4". i do not know if this is the problem, but there is not much we can be doing wrong there, it could also be GLEWs fault. what you can do: compile your own version with this check removed (eg, you have to edit the source code, i could help you there), or use a DEBUG build of spring; though this will run slower (do not know how much).
Joined: 09 Jun 2005, 22:39 Location: Germany, the EU
Thanks HoiJoi for trying to help :). I'm afraid I should have reposted the (pretty much unchanged) infolog - as Tobi pointed out in the same matter: Spring itself is saying I have v1.4 in the checks, and then aborting and saying I don't . The relevant code:
I'm going to have to switch testing rigs sooner or later though anyhow, since Features and stuff are going to bring this one to it's knees either way. So I'm not really concerned (just thought I'd post the info, in case anyone had tried to mess with it - guess mantis would have been the appropriate path to take...).
For completeness sake:
Code:
LogOutput initialized. Spring 0.81.1.2 (0.81.1.2-0-gf3ab958{@}-cmake-mingw32) Build date/time: Jan 27 2010 11:40:04 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\ Using read-only data directory: C:\Documents and Settings\user\My Documents\Spring\ Using read-only data directory: C:\Documents and Settings\All Users\Application Data\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 1024 x 768 / 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
yeah.. the thing is, that thing which is in the infolog is the string representation of the driver, as used by the utility you used (i guess), but in the code where we check for the version, and abort if not supported, we use the GLEW_VERSION_1_4 thing. but obviously this is confusing behavior (even if it is purely the drivers fault). What i could do is, report both the version string and the result of checking GLEW_VERSION_1_4 in the infolog, or at least do this, if GLEW_VERSION_1_4 is false.
am confused now. googling for GL_VERSION_1_4, suggests it exists too, though GLEW_VERSION_1_4 docu suggests it is about "GL version 1.4" not "Glew version 1.4" as well. and i remember it being talked about like this in the tutorial i used when writing this patch/commit (linked to by jk). i forgot again what glew is, my vague memory tells me it is something like an utility lib/package for GL? and that could suggest we need Glew 1.4 .. someone please unconfuse me; this may need fixing for the release, as we might be unnecessarily excluding some drivers
OpenGL Extension Wrangler Library (GLEW), a cross-platform C/C++ library that helps in querying and loading OpenGL extensions.
You don't need GLEW 1.4, but you need GLEW to known if you have GL 1.4!
Disclaimer: I know nothing about all this. The content of this post is provided with no warranty, either expressed or implied, including, but not limited to, the implied warranty of truthfullness and fitness for the particular purpose of Spring OpenGL checks. The entire risk as to edit Spring source code is with you. Should my piece of info proves defective, you assume all the necessary patching, bug fixing and reversing.
Joined: 01 Jun 2005, 10:36 Location: The Netherlands
zwzsg wrote:
You don't need GLEW 1.4, but you need GLEW to known if you have GL 1.4!
That is right.
It may be that GLEW performs a number of sanity checks on the GL driver to see if it is truely OpenGL 1.4 compliant, and if not, sets GLEW_VERSION_1_4 to false.
Hoijui: GL_VERSION_1_4 is just a symbolic constant, which can be used to detect at compile time whether the used OpenGL headers contain OpenGL 1.4 stuff.
I use arrow to move camera view and I have a fucking big probleme now. Scroll with arrow is "smothed", you dont reach full speed instantly when u hit arrow to move view. You have an acceleration and when you stop pressing arrow view continue moving for a short moment. It's really not precise. It's fucking annoying for me, I never use middle mouse button to scrll view during game when I play, I use only arrow (qsdw to be precise) to move camera on the battle field, and I would be really a lot annoyed to have this scrolling new system.
Thx a lot for you're job, I hope you'll fix that. :D
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