View topic - Spring 0.82.6 bug fix release



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PostPosted: 13 Oct 2010, 17:01 
Spring Developer
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Joined: 22 Sep 2007, 08:51
Thanks for the testing and bug fixing!
This release fixes some of the most prominent path-finding issues, the FPS crash bug and the unitsync map-name issues, among other stuff.

Download links:


Detailed changes since 0.82.5.1:

Engine / General:
  • fix various bugs related to mid-game join
  • fix LosHandler ignoring units with losRadius <= 0 but airLosRadius > 0
  • fix a leftover icon bug
  • fix BFGroundDrawer crash at extreme view-distances
  • fix death-wait
  • allow death-wait in games with more then 2 ally teams
  • reduce risk for deadlock during stack trace
  • allow to specify game-start-delay in the start script (GameStartDelay)

Engine / Simulation:
  • prevent SEGV when updating skidding units
  • improve turnInPlace=0 path-following (#2072)
  • units ignored ETA failures when <= 200 elmos from goal, even if goal unreachable
  • make pushResistant (allied) units still move out of the way of constructions

Engine / Rendering:
  • update the displayed resource production for inbuilt units too
  • fix spectators see ghosted buildings
  • do not draw icons for noDraw units
  • do not cast shadows for noDraw units
  • do not draw healthbars for noDraw units either

Engine / AI:
  • add feature-ID trace-ray command
  • allow fetching of other teams resources (current, income, usage, storage)
  • EnableCheatEvents() was a no-op because it did not enable cheats temporarily
  • IsUnitInLosOrRadarOfAllyTeam() now considers gs->globalLOS
  • E323AI: new version: 3.22.4
  • Python AI Interface: removed a few memory leaks

Unitsync:
  • fix mapname/mapfilename conflicts

Installer:
  • add portable install option (default: disabled)
  • add Python AI Interface to the windows installer

Repository:
  • remove SelectionEditor


Last edited by hoijui on 15 Oct 2010, 23:27, edited 1 time in total.

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PostPosted: 13 Oct 2010, 17:38 

Joined: 30 Jan 2007, 15:23
You meant "you still need 0.82.5.1 to play online"


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PostPosted: 13 Oct 2010, 18:04 
Spring Developer
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Joined: 22 Sep 2007, 08:51
no, it is right as it is.
0.82.5 includes 0.82.5.1 (which is just a patch release).
though i agree that we should change this naming policy. what should be changed:
all releases should have a 4 part version number, so there would not be a 0.82.5 release, but 0.82.5.0. this would remove confusions (like eg. this one) and be more consistent in general.


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PostPosted: 13 Oct 2010, 18:59 
Moderator
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Joined: 26 Oct 2007, 15:21
Woohoo!

Thanks for the hard work to everyone who contributed!


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PostPosted: 13 Oct 2010, 20:13 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
You forgot to pack up MSVCR71.dll in the windows installer.


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PostPosted: 13 Oct 2010, 20:38 
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Joined: 21 Sep 2009, 19:49
zwzsg wrote:
You forgot to pack up MSVCR71.dll in the windows installer.

So I'm not the only one...


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PostPosted: 13 Oct 2010, 20:45 
Supreme Annihilation Maintainer
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Joined: 11 Jan 2008, 16:55
yay,fixed pathing.good job.


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PostPosted: 13 Oct 2010, 20:51 
Redacted
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Joined: 11 Jul 2007, 16:47
hoijui wrote:
no, it is right as it is.
sorry, I fixed it and didn't say anything


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PostPosted: 13 Oct 2010, 23:08 
Spring Developer

Joined: 16 Dec 2006, 20:59
yourface wrote:
zwzsg wrote:
You forgot to pack up MSVCR71.dll in the windows installer.

So I'm not the only one...

Hmm, we shouldn't need that, static linking ftw.


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PostPosted: 14 Oct 2010, 09:25 
Spring Developer
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Joined: 22 Sep 2007, 08:51
my findings...

Apparently, as spring.exe is now, it requires msvcr71.dll to run. This is a library implementing standard C functions like printf(). It is not guaranteed to exist in every windows. On WinXP for example, it does not come with a clean install (plus service packs and updates). msvcrt.dll is guaranteed to exist on all windows installations, and implements about the same functions, if i got it right (but... real below).

MinGW compiler comes with these libs:
  • libmsvcr71.a
  • libmsvcr71d.a
  • libmsvcrt.a
  • libmsvcrtd.a

MS has to say this:
http://msdn.microsoft.com/en-us/library/abx4dbyh(VS.71).aspx
(see "What is the difference between msvcrt.dll and msvcr71.dll?" on that page)

We shipped msvcr71.dll with the spring installer on the old build-bot (until 0.81). I will add it to the installer again.


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PostPosted: 14 Oct 2010, 14:11 
Lua Coder
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Joined: 20 Feb 2007, 01:10
thanks guys...


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PostPosted: 14 Oct 2010, 14:15 
Spring Developer
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Joined: 22 Sep 2007, 08:51
  • added MSVCR71.dll to installer
  • renamed SD
  • changed hangTimeout from 10ms to 10s

thats on the release branch now, and will be on 0.82.6.1.
i think i will do that this evening or tomorrow, if no additions are required.


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PostPosted: 14 Oct 2010, 14:25 
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Joined: 14 Oct 2010, 14:19
Is there any way of seeing advanced notification of the Spring engine change being required to play live? I appreciate this 0.82.6 isn't required for live yet, and hopefully not before tonight either. But, it would be very useful to old gimers (like a gamer but less so), like me, who only play once a week. I could move the date I play to work around the typical lead times I suffer getting the linux source re-compiled or wait for the PPA to update.

Much appreciated and keep up the outstanding work. BA is a time machine to happy days, mun.


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PostPosted: 14 Oct 2010, 15:52 
Spring Developer
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Joined: 22 Sep 2007, 08:51
that is not possible, cause nobody without jedi powers knows that in advance.


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PostPosted: 14 Oct 2010, 16:52 
Lua Coder
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Joined: 20 Feb 2007, 01:10
Lets Tobi do it then.


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PostPosted: 14 Oct 2010, 17:38 
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Joined: 14 Oct 2010, 14:19
hoijui wrote:
that is not possible, cause nobody without jedi powers knows that in advance.


Fine, everyone playing Imperial Winter knows in advance but what about the rest of us? ;)

Seriously, is it a case of as the patch becomes ready someone sets it live? Just a shame there's no warning at all. Could there be a delay in getting the code out or is that not workable?


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PostPosted: 14 Oct 2010, 17:47 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
there already has been a delay.


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PostPosted: 14 Oct 2010, 18:27 
Redacted
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Joined: 11 Jul 2007, 16:47
this thread is the advance warning.


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PostPosted: 14 Oct 2010, 22:32 

Joined: 29 Mar 2010, 16:54
Pathing has improved in some areas.
But this is what happens S44 now:
download/file.php?id=5071

It worked in 82.5
download/file.php?id=5072

I tried changing turnInPlace=1 or even removing it but it didn't improve the behavior alot.

More pathing on viewtopic.php?f=11&t=24312&p=453148#p453148

Edit:
It is propably this fix "Mantis bugtracker:http://springrts.com/mantis/view.php?id=2072" that causes units with high maxVelocity and low turnRate to drive into walls and other obstacles.
When I raised turnRate or decreased maxVelocity the units pathed correctly.


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PostPosted: 15 Oct 2010, 04:08 
P.U.R.E. Developer
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Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
The Java Null AI is the only Null AI included, and it isn't working properly.

It spams constant messages to Infolog, instead of, y'know, doing absolutely nothing, like it should be.

Either include a true Null AI, or allow the engine to be started without an AI at all that isn't the buggy, problematic Commanders script.

Also, reverse movement seems to be badly broken.


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