View topic - Spring 0.82.7 bug fix release



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PostPosted: 02 Jan 2011, 16:43 
Spring Developer
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Joined: 22 Sep 2007, 08:51
The main goal of this release is to make path-finding work better again.
Kloot as coder, and Godde as tester put a lot of work in there.
Besides that, tons of other fixes and minor adjustments have gone in.
Thanks also to the various contributors (among them BrainDamage, FLOZi, koshi and slogic), testers and bug reporters!

The windows installer now also contains Tobis rapid client.

Download links:


The code changes from 0.82.6.1 to 0.82.7 on github.

Detailed changes since 0.82.6.1:

Engine / General:
  • fix crash due to invalid lastAttacker
  • do not bind a UDP socket for local games -> allows multiple local instances again sans hassle)
  • clamp minimum mapHardness to 0.001 to prevent div/0
  • fix dangling CUnit* (crash for everyone in-game)
  • fix crash in 3DO Parser
  • fix bug in CGround::TrajectoryGroundCol with outside map coordinations
  • prevent memory-leak in LoadGrayscale() if there already was pixel-data
  • fix some more memory-leaks
  • prevent equal unsynced random seeds
  • fix SetUnitRotation
  • fix enemy units responding to bugger off
  • apply damage wrt. impacted piece if usePieceCollisionVolumes == 1
  • make CBitmap::ReverseYAxis() more efficient
  • remove excess elements from BasicMapDamage::craterTable
  • rename "mod" to "game" in default menu & add "games/" to mod scanDirs
  • implement host-definable IP's
  • do not save/restore minimized windows state on win32
  • convert some crashes because of invalid CEGs into warnings
  • properly ignore non-blocking objects during collisions
  • change minimum for UnitDef.buildDistance from 128 to 38 (default stays 128)
  • broadcast team died events to all players, so it is stored in the demo file

Engine / Logging:
  • give S3O model name in error message when a texture is missing
  • print name of widget to infolog.txt before it starts to load
  • prevent empty content_error messages
  • catch model content_error exceptions ASAP
  • unify stdout/infolog output

Engine / Lua:
  • fix global enviroment pollution in luaui.lua
  • allow Spring.AssignMouseCursor & Spring.ReplaceMouseCursor from LuaRules, too
  • Allow loading from subfolders for weapon-def files (tdf and lua)
  • implement Lua's GameFrame event via the EventHandler
  • added parameter includeSky to TraceScreenRay
  • correct `AllowResourceTransfer` params in default gadget handler
  • new parameter for LuaSyncedCtrl::SetUnitArmored allows setting of the armor multiple

Engine / Path-Finder:
  • fix units-stuck-behind-terrain
  • fix Godde-III
  • do not assign extra waypoints to aircraft
  • decrease ETA-failure response time
  • keep speed above UnitDef::turnInPlaceSpeedLimit when turning (if turnInPlace==0)
  • fix units slowing down on negative slopes
  • set a more reasonable default turnInPlaceSpeedLimit
  • PFS: remove circular constraint from run-time searches
  • set a more reasonable turnInPlaceSpeedLimit

Engine / Rendering:
  • fix cannon visuals
  • fix rendering of tri-stripped S3O's
  • require GLEW 1.5.1+ because 1.5.0 does not have `glMapBufferRange`
  • do not crash on shader compilation error
  • fix build-order drawing for OBJ models
  • replace 63x63 icons with 64x64 ones in LuaUI/Icons/ (prevents glitches on some older GFX cards)
  • fix occasionally strange wake SFX

Engine / Auto-Hosts:
  • builds other then dedicated-server now also support commands "kill" and "pause"
  • make command `paused` support a parameter (0|1)

Engine / Dedicated-Server:
  • fix binary name

Engine / Head-Less:
  • crash fix
  • remove of "jump depending on uninitialized value"

AI:
  • LegacyCpp-AIWrapper: fix some memory leaks
  • KAIK: fix memory corruption (one-character-typo...)
  • KAIK: clamp costs to 1.0, not to 0.0
  • KAIK: compile fix for 64bit
  • KAIK: fix infinite loop
  • KAIK: do not access invalidated pointer
  • KAIK: init value before use
  • KAIK: prevent accessing of array at position -1
  • KAIK: prevent a crash when enemy unit is out of map bounds
  • KAIK: fix mid-game init
  • AAI: add version independent config file (by azaremoth) for _The Cursed_ game
  • RAI: made compatible with MSVC
  • RAI: fix cache file names
  • RAI: fix AI considering water as harmful
  • RAI: fix building non suitable buildings on certain maps
  • RAI: fix a crash at end of game
  • E323AI: pump to version 3.25.0

Stack-Trace-Translator:
  • fixed for main binary (.exe, windows)

Installer:
  • do not check for .Net when installing Zero-K
  • delete all files that were installed
  • add Tobis rapid client


Last edited by hoijui on 08 Jan 2011, 01:44, edited 2 times in total.

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PostPosted: 02 Jan 2011, 19:14 
Spring Developer

Joined: 31 May 2009, 23:08
so... please test, test, test! (before it is set live on the server...) and report bugs to Mantis.


Last edited by abma on 04 Jan 2011, 06:43, edited 2 times in total.

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PostPosted: 02 Jan 2011, 19:31 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
Quote:
Engine / Rendering:

* fix cannon visuals

Does that mean I get my lasercanon effect on canon projectiles? I would love that!


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PostPosted: 02 Jan 2011, 20:16 
Moderator
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Joined: 26 Oct 2007, 15:21
Thanks for all the hard work!

Any reason there is a frame counter on all chat msgs?
Fleas still get stuck on rocks on the top of LLTAComplex_v2, while jeffies get stuck in the trees.
Jeffies and flash get pushed into craters they cant leave on Ganymede_v1.


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PostPosted: 03 Jan 2011, 00:57 
Moderator
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Joined: 29 Apr 2005, 00:14
Location: #moddev - join it!
smoth wrote:
Quote:
Engine / Rendering:

* fix cannon visuals

Does that mean I get my lasercanon effect on canon projectiles? I would love that!


It refers only to this: http://springrts.com/mantis/view.php?id=2145


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PostPosted: 03 Jan 2011, 01:10 
Blood & Steel Developer
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Joined: 25 Aug 2004, 12:31
Location: Has not played *a in years.
wtf does "stages" even do


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PostPosted: 04 Jan 2011, 18:40 

Joined: 20 Oct 2009, 12:04
Great job!

I see that fedora contributor was changed. Now it Gilboa Davara "gilboad" (gilboad @_dog_@ gmail.com). Please update this page: "http://springrts.com/wiki/Linux:Packaging", i can't edit it(or just can't find how to do that).

P.S. I notified him about new spring version.
""
gilboa, thank you for mantaining these packages! Please update them to new spring version (0.82.7).
You can get notifications about new versions by RSS: feed.php?f=2
Also, could you please update info about you on this page: http://springrts.com/wiki/Linux:Packaging
""
P.P.S. Link to fedora spring packages: https://admin.fedoraproject.org/pkgdb/u ... 996ead0351


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PostPosted: 04 Jan 2011, 21:40 

Joined: 29 Apr 2010, 00:20
Hello,

Before I release 0.82.7 to Fedora-testing, can this build be used for on-line play? I see that it has already hit the main page.

- Gilboa


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PostPosted: 04 Jan 2011, 23:10 

Joined: 30 Jul 2010, 19:40
Nice work with ubuntu ppa i thinked i will ppa will delayed few days like usual :) but it was just in time


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PostPosted: 04 Jan 2011, 23:11 
Community Lead
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Joined: 10 Apr 2006, 04:05
Location: Finland, 1944
This was just deployed on server, I believe.


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PostPosted: 05 Jan 2011, 02:11 

Joined: 17 Sep 2008, 03:36
Location: your imagination
On the ubuntu side, upgrading to latest "spring" requires removing "spring-engine" which is required for springlobby, so you effectively can't update without removing springlobby :(


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PostPosted: 05 Jan 2011, 02:40 
Spring Developer

Joined: 31 May 2009, 23:08
which version of ubuntu?

here it works fine:

dpkg -l |grep spring
ii spring-engine 0.82.7-0ubuntu1~10.04~ppa1 realtime strategy game
ii springlobby 0.118-0ubuntu1~10.04~ppa1 single/multiplayer lobby for the Spring RTS

lsb_release -d
Description: Ubuntu 10.04.1 LTS

uname -a
Linux sonne 2.6.32-27-generic #49-Ubuntu SMP Thu Dec 2 00:51:09 UTC 2010 x86_64 GNU/Linux

did you follow these instructions?
http://springrts.com/wiki/Ubuntu_install


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PostPosted: 05 Jan 2011, 03:12 

Joined: 17 Sep 2008, 03:36
Location: your imagination
10.10

It's because the new spring package for maverick is called spring instead of spring-engine; it causes some package conflicts.
See https://launchpad.net/~spring/+archive/ ... lter=lucid
as opposed to https://launchpad.net/~spring/+archive/ ... r=maverick


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PostPosted: 05 Jan 2011, 08:53 

Joined: 29 Apr 2010, 00:20
I'll do my best to get it in @fedora-testing during the weekend.

Thanks again for a great game!
- Gilboa


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PostPosted: 05 Jan 2011, 11:32 

Joined: 05 Jan 2011, 11:29
Hello.
Guys, i updated spring to 0.82.7 and now i can't load TASclient. How can i solve this problem?


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PostPosted: 05 Jan 2011, 12:35 

Joined: 09 Dec 2006, 23:44
I might as well post this here;

Why is it that every time i try to update my TASClient i end up in this stupid loop where i have to:

log on,
recieve news of new update
download
install
log on,
follow same procedure again seen above for all eternity.

To make it even worse for myself i ask; why is it that u have to download basically what appears to be the whole client each time u want an update? cant u use a program that just replaces/adds/alters files instead?

It might just be me who's doing something wrong though (most likely) but that means its not a very user-friendly way of updating??? no other game i play has this tedious way of doing it :S :S


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PostPosted: 05 Jan 2011, 13:12 
Spring Developer

Joined: 31 May 2009, 23:08
this is mainly a lobby issue, i've reported it to mantis:

viewtopic.php?f=2&t=24970&p=466664#p466664


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PostPosted: 05 Jan 2011, 13:20 

Joined: 23 Nov 2010, 15:15
luckywaldo7 wrote:
10.10

It's because the new spring package for maverick is called spring instead of spring-engine; it causes some package conflicts.
See https://launchpad.net/~spring/+archive/ ... lter=lucid
as opposed to https://launchpad.net/~spring/+archive/ ... r=maverick



i can confirm luckywaldo7

lsb_release -d
Description: Ubuntu 10.10

the old spring engine which springlobby requires, must be removed in order to install the new spring package, making springlobby useless. i can load spring through a terminal and play singleplayer, but cant get online with it.

i have 10.4 installed on an old hdd so going to give that a try.


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PostPosted: 05 Jan 2011, 13:36 

Joined: 30 Jul 2010, 19:40
There is springlobby ppa or it is in main ppa i dont know i dont have any problems on 10.04 both lobby and spring gots updates.


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PostPosted: 05 Jan 2011, 14:20 
Lobby Developer
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Joined: 14 Aug 2007, 15:15
SL package problems are being fixed atm (fixed package should be available in a couple of hours).


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